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* Requires ZX-81. 


Tested on U.S. 
Version only. 


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As reviewed in ‘Your Computer’ — (March 1982) the leading 

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Explore the excellence of your ZX81 with a 


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The Sinclair ZX81 has revolutionized 
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Description of memory 
0-8K ... Sinclair ROM 
8-16K . . . This section of memory 
switches in or out in 4K blocks to leave 
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contents during cassette loads, allows 
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routines. 
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32-64K ... 32K of RAM memory for 
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The magazine for Sinclair users 


Ei Ги 


July/August 1982 Volume 2, Number 4 
DEPARTMENTS PROGRAMMING TECHNIQUES 
4 р ЗА LORD EE. iM ае M 64 DEF опе Ха ас Passler 
Translating other Basics 
10 BYNC МО. Grosjean 
68 Handling Strings from Another DiMension ...Berggren 
1 2 OP TINS o oL tg ALES DO AS Berggren, Rainwater ZX80 abilities; game 
1 4 Just for Ғип................. Boynton, Bush, Grosjean SYNC IN OUTER SPACE 
1 6 о > hak ur О огиз Ornstein 48 ZX Понос Fowkes 
The 2Х81 Parser (Part 2) Alien attack in a fast action Basic and MC game 
22 Kitchen SYNC .............. Groupe, Tardiff, Zatkovich 60 Galaxy Іпуадегѕ .............................. Gervais 
Two to the What? Reflex challenge from outer space 
74 Hardware Tips ........ Dowell, Hartung, Hornung, Ingle 61 Mioto НИНАНЫ ы... с И Smith 


Ear Input Circuit, Top Line Hook, Power Filtering, Strong 
KBD Signals, ROM Changing, Memory Expansion Power, 
Thick Black Bars 

78 НАИ О ТОИ АЕ Ир А ee E 


80 Index to Advertisers ................................. 


HARDWARE 


38 Double Your Memory ......................Schneider 


Small aliens; small ships 


62 Comet GrusMar оо... ы УТО Dawson 
Smash a fragment; save a city 


63 Crossing the Asteroid Belt ................... Hampson 
Dodge the asteroids 


72 Alien Treasure .............................. Chandler 
Gather before the alien monster gets you 


ZX81 internal RAM upgrade REVIEWS 
28 Understanding Your ZX81 ROM ............... Keeney 
MATH Book review 
43 Understanding Floating Point Arithmetic......... Logan 30 Sinclair ZX Spectrum ......................... Tebbutt 
Part 3 Hardware review 
Volume 2, Number 4 
Staff SYNC (USPS: 585-490: ISSN: 0279-5701) is published bi- 
BEL АР РР 55. И A RR се; Paul Grosjean monthly by Ahl Computing, Inc., a subsidiary of Ziff-Davis Pub- 
Reta fal E DECIES od COE David Ornstein lishing Company. David Ahl, President; Elizabeth B. Staples, Vice 
UE Correspondent. соло шу уш Yl Martin Wren-Hilton President; Selwyn Taubman, Treasurer; Bertram A. Abrams, Sec- 
сазы По а a RS д үз Б eee ENG Elizabeth Magin retary. 39 East Hanover Avenue, Morris Plains, NJ 07950. Second 
ais doll 1 а ye Pe Susan Gendzwil class postage paid at New York, NY 10001 and at additional mail- 
Assistant Art Director...........................Diana Negri Rudio ing offices. 
ZO DT tok LR sts чыз, хр Karen Brown Subscription rates: USA: One year (6 issues), $16; Two years (12 
Rena Cole issues), $30; Three years (18 issues), $42. Canada: $3 per year 
Financial Coordinator... ща William L. Baumann additional. Other foreign: $5 per year additional. 
Pemounetand Finance.) ооо ин Patricia Kennelly For SYNC advertising information, contact Jim Beloff, SYNC Advertis- 
ca Oh ET ERR UC OPEP SERO CS Francis Miskovich ing Sales Manager, Ziff-Davis Publishing Company, One Park Ave., New 
Carol Vita | York. NY 10016 (phone 212/725-4216). 
Alverdsne Sales Малаге О e a E N, Jim Beloff All other correspondence should be addressed to: SYNC, 39 E. Hanover 


MEMBER 


Ave., Morris Plains, NJ 07950. In U.K., SYNC, 27 Andrew Close, Stoke 
Golding, Nuneaton CV136EL. 

Postmaster: Send address changes to SYNC, PO Box 789-M, Morristown, 
NJ 07960. 


Photos from Star Trek П: The Wrath of Khan courtesy of Bruce Birmelin/Paramount Pictures. 


July/August 1982 


letters 


LSCROLL 


Dear Editor: 

For entering machine code routines like 
LSCROLL (SYNC 2:2) it is helpful to use 
the 8K КОМ string concatenation abili- 
ties. The procedure involves breaking up 
the one long string in line 10 into a series 
of shorter strings which are entered line 
by line. 

Set the lines up as follows: 

10 LET D$=“(begin entering mc num- 
bers)" 

20 LET D$—D$- "(continue entry)" 

30 LET D$—D$- "(continue entry)" 
etc. 

Thus each new line includes all the 
preceding lines, and we end up with the 
whole string from the short strings. This 
makes it much easier to correct the 
entries since each line can be individually 
EDITed. 
= Also, the following lines give several 
advantages in SAVEing: 

1 GOTO 3 

2 SAVE "name of program" 
You now do not have to type in SAVE 
every time when you want to make sev- 
eral SAVEs. Simply type in GOTO 2. 
The program will SAVE itself, then RUN 
itself. If you want to make more than one 
SAVE, you must change the last character 
of the name of the program to normal 
video from inverse (for some reason, the 
system does that). 

The real advantage comes when 
LOADing because the program will now 
start itself! 

I have two other hints. DATA state- 
ments could be simulated using strings; 
the 8K’s VAL function could be used to 
remove VALues. It usually makes enter- 
ing MC easier to show a zero as 0 with a / 
through it. 


Erik Sawyer 
1213 Patriot Dr. 
Slidell, LA 70458 


4 


Dear Editor: 

Douglass Sharp’s LSCROLL program 
(SYNC 2:2) is a very useful expansion of 
the ZX81’s graphics capabilities. As writ- 
ten it requires the 16K RAM, but a few 
modifications allow LSCROLL to perform 
its magic with the 2K RAM since it 


occupies only 172 bytes. (The numbers 
correspond to the steps in the original 
article.) 

1) Rather than have D$ take up val- 
uable space within the LSCROLL рго- 
gram, enter D$ first without a line number 
as follows: 


LET D$- 


LET 
LES 
LET 
LET 
LET 
LET 
LET 
LET 
LIT 
СЕТ 


LET D$=D$+" ЗОООО" 


These lines һауе the same length as 
those in Figure 1 in LSCROLL, but the 
entries have been changed to conform to 
the addresses appropriate to the 2K RAM. 
Furthermore, the arrangement makes 
checking the entries easier. 

Enter lines 4 and 20-80 as in Figure 1 
but change the address in line 50 to 18259. 
Then add: 

10 CLS 

90 STOP 

100 SAVE “LSCROLL” 

110 PRINT “GOTO 4 (TO RUN)" 

2) SAVE by entering GOTO 100 
(NEVER use RUN with this program for 
it will erase D$). 

3) Enter NEW. 

4) Enter POKE 16388,84 and POKE 
16389,71. Enter NEW. 

5) LOAD “LSCROLL” and then enter 


D$=D$+" 600ED427D32 


"ЗАРЕ47ЕЕ160861475Е0" 

D$-D$-"OSZFE47368FF47D600C607147FE15D2714" 
D$-D$-'"70376473E1632FF47FS36FF4747F136F" 
D$-D£$-"EA780FE16DA954726002E1638FE474FO" 
FF47EDSRBOCAOOEFFFS3SAF " 
D$=D$+" E476FF 1260006001 AF E7SCAAF 47 1 3C3A" 
D$=D$+" S470CA7ESED42E 1 CABC47 13030547060 " 
D$-D£$-"OFS3SAFFA7AFF1CSDSE1237EFE76C2C74" 
D$=D$+" 7E5G47EDS522R7D4DD6OOE1C2EO47ESDI1C " 
D$=D$+" 3F54723DC2E847 13C3F 1470600081 3D5E" 
D$=D$+" 1SSEDROSZEOOLSLECIOBR79DS600C2C447C " 


GOTO 4 (as the screen reminder indi- 
cates). In a few seconds the number 21093 
will appear. If it does not, check for an 
error in D$. 

To execute, use RAND USR 18260. To 
change the values of XX, YY, and CC 
(Figure 3), POKE the appropriate values 
into 18430, 18431, and 18418 respec- 
tively. 

Figure 5 should be corrected as fol- 
lows: 

7F66 with 32614, not 32615 
7F95, not 7ЕА5, with 32661 
7FB4, not 7FC4, with 32692 
7ЕЕ5 with 32741, not 32740 


Harold Miller 
Mountainview 

Route 3 

Clarkesville, GA 30523 


SYNC Magazine 


Software Breakthrough! 


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Illinois residents please add 5% Ill. sales tax 


Visit our Showroom 10:00 - 6:00 Monday thru Saturday 


PRIUS: MICROCOMPUTERS PLUS, INC. 
EXPRESS goma: 349 EAST MAIN ST. 
GALESBURG, IL 61401 
PHONE: (309) 342-9572 


Card 
Welcome 


Flag Use 


Dear Editor: 
I just saw a copy of SYNC 2:1 with 
Philip Gervais's tip on flag use: 
100 LET A—ABS(A-1) 
A simpler and shorter statement to do the 
same thing is 
100 LET A—1-A 
Keep up the good work; I enjoy the 
magazine. 


David Schultz 

Total Information Services, Inc. 
PO Box 921 

Los Alamos, NM 87544 


Dear Editor: 
An easier way to change a flag is 
LET A=NOT A 
This is also 10 bytes shorter. 


Tim Goldingham 

11 Furze Platt Rd. 
Maidenhead SL6 7ND 
United Kingdom 


PREMIUM DATA CASSETTES 
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LENGTH 
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1 CASSETTE 100-PACK 


Key and Token 


Expressions 


Dear Editor: 

As Richard W. McDaniel points out 
(SYNC 1:6), the use of key and token 
expressions in PRINT and REM state- 
ments can save typing time and memory. 
There is, however, another way to insert 
these into a program which is sometimes 
easier. 

Entering THEN gets the ZX80 and 
ZX81 into condition to accept keystrokes 
as tokens. Suppose that you want to 
define A$ as "STOP SEEING YOUR 
NAME IN PRINT FOR THE NEW 
YEAR". You would key it in as follows: 

10 LET А$=“ТНЕМ STOP (delete 
THEN) SEEING YOUR NAME IN 
THEN PRINT (delete THEN) THEN 
FOR (delete THEN) THE THEN NEW 
(delete THEN) YEAR" 

This is easier than it looks. The 
"DELETE THEN" procedure uses only 
three keystrokes: backspace (shifted 5), 
delete (shifted 0) and forward space 
(shifted 8). 


Basil Wentworth 
1413 Elliston Dr. 
Bloomington, IN 47401 


SALES FILE: 
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CHECKING: 
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Lists by account the total of the checks written to any given account. Keeps a 


MAILING LIST: 


number quickly. 
Lists all names. 


INVENTORY (1): 


thert.*** 
INVENTORY (2): 


Changes or deletes. 
***Christmas cards are a snap with this program.*** 


Hams and the ZX81 


Dear Editor: 

I am a delighted ZX81 owner. I am 
also an amateur radio operator (ham). 

Rather than trying to communicate 
with other ZX81 owners by newsletters, I 
would be interested in comparing notes 
more directly: I propose to organize a 
ZX81 network on radio. This would entail 
deciding on the frequency, day of the 
week, and time of day. After this we 
would conduct our regular communica- 
tions on a conversational basis. 

Other combination radio amateur oper- 
ators and Z X81 users are asked to contact 
me so that we can get organized soon. 
And, if you have a “ham” on the SYNC 
staff, it would be wonderful if he would 
meet with us on the air to field some of 
the questions which are sure to arise! 


Dean Sturm, KSCYW 
1823 Enslow Blvd. 
Huntington, WV 25701 


Ed. — We do not have a "ham" on our 
staff, but we have heard from some 
operators interested in combining these 
two interests. One ZX81 Ham network is 
already organized and publishes a news- 
letter QZ X (contact Martin Irons, K2MI, 
46 Magic Circle Dr., Goshen, NY 10924, 
for details). We would appreciate hearing 
of any others. 


LET YOUR ZX80 8K ROM - ZX81 WORK FOR YOU. 


ALL PROGRAMS: 


On cassette, Require 16K Ram, Are menu driven and 
Automatically save on tape. 


Will hold up to 125 products with their wholesale and retail prices. 
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Records inventory automatically or may be changed manually. 

Keeps a running total of sales tax. 

Has a cash register mode which will identify, total and add sales tax while it 
automatically does your bookkeeping. 
***A must for any small business.*** 


$19.95 


running total of checks written and the balance left in your account. 
***Great for tax records.*** 


$9.95 


Holds up to 100 names, addresses and telephone numbers. 
Search by name, city, zip code, or phone number to find any address or phone 


$9.95 


May be used for everything from keeping an accurate inventory for your business 

to your personal record collection. 

Holds up to 150 items with comments for each. 

Comments may be used for serial numbers, dates, prices or location. 

List all items, search for a single item, change or delete any item. 

***Every one should have an inventory of household items in case of fire or 
$9. 


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Same as above without comments. 
***Holds 300 items.*** 


Three $9.95 programs for $24.95 
Add $1.00 per tape shipping. 
Send certified check or money order to: 


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$9.95 


SYNC Magazine 


gw 


For the first time — 


AVAILABLE 


IN THEUSA! 


4 NEW Handbooks for 
your Sinclair ZX-81 or 


Timex-Sinclair 1000! 


AS, ии ХАЖ ХА АЯ 4 ии ЖҰ А 44 А 4 А4 А4 ҰЯ 4« А ии ии ии кая я иж ж Ұя 


MASTERING MACHINE CODE 
ON YOUR ZX-81 
by Toni Baker 


Until this comprehensive, yet easy-to-understand, handbook, there 
was virtually no material available about the ZX machine code. 
Using this guide you'll learn the ins and outs of ZX machine code 
translation. Discover the secrets of the ZX-81, and even see how to 
adapt the code to the ZX-80 machine. When you understand the 
language translations between BASIC and the ZX machine code, 
you'll enjoy the workings of your computer to the utmost! 


49 EXPLODING GAMES FOR THE ZX-81 
Edited by Time Hartnell 


Galactic Intruders, Breakout, Checkers, Death Maze, Star Trek, 
Smugglers Mold, and forty-three other favorites are all here, newly 
adapted especially for you and your new ZX-81 personal computer. 
This fascinating gamebook gives you programming instructions for 
all 49 marvelous games PLUS complete and easy-to-understand 
game rules. This wonderfully exciting hardcover playbook can be 
ОҢ a ши 


LIA A B Жж Ж 4 ааа я а а ка а 000330 47! 


@eseee eee 


оооооооооооооооооооооооооооооооооооооооооооооооооооое во 


MAKING THE MOST OF YOUR ZX-81 
by Tim Hartnell 


All new for you and your new ZX-81, this handbook focuses on the 
additional features of the ZX-81. You'll have new games and use- 
ful learning tricks, and you'll also see how to write programs that 
really work. It will guide you through start to finish, using each 
feature and function of your new ZX-81 personal home computer. 


THE ZX-81 POCKETBOOK 
by Trevor Toms 


This handy new programming manual really gets you into ZX-81 
functions. Don t just type someone else's programs. . . now you сап 
create your own and understand why they work. It's fun to learn all 
about computing with the ZX-81 POCKET BOOK as a guide. 
You'll see what your new ZX-81 can do, and what extras will make 
‚ see how to use ZX-81 BASIC in the best 


. learn to avoid frustration and retyping with program and 


it able to do even more. . 
ways.. 
data file storage and retrieval techniques—and for ZX-80 owners, 
you'll learn how to convert your ZX-80 to the advanced ZX-81 
capabilities. And there's so much more! This road map to the ZX- 


81 can be yours—it's "or every penny 
* & * A OO UU UU ж ж ж X 


* 
* Üsing hee Brake vod Т ЕЕ amazed at how fast you'll become a ZX-81 wizard. Of course, buoni don t find he books helpful and inter- 
esting return them within 15 days for a full refund, and owe nothing. 
ххх 


RESTON PUBLISHING COMPANY с/о 


Mail to: 


PRENTICE-HALL INC., Book Distribution Center 


Route 59 at Brook Hill Drive, West Nyack, New York 10995 
Please send me my 15-day trial copies of the following titles: 


MASTERING MACHINE CODE ON YOURZX-81, by Toni Baker, (R4262-3), $18.95 


- 49 EXPLOSIVE GAMES FOR THE ZX-81, by Tim Hartnell, (R2087-6), $16.95 
- | MAKING THE MOST OF YOUR ZX-81, by Tim Hartnell, (RA189-8), $16.95 
—  ТНЕ ZX-81 POCKET BOOK, by Trevor Toms, (R9525-8), $16.95 


Name 
Address 
City 


| VISA O 


account # 
signatur 


expiration date 


Now you can charge your orders! Just fill in the information below: 


[1 MASTERCHARGE 


Save! If check or money order, plus your state's sales tax, accompanies your order, publisher pays all postage and handling charges. Same money back guarantee applies. 


Dept. V 


V-0852-W7-(3) 


ZX80 ROMs 


Dear Editor: 

In Michael Rubesch's “4K/8K ROMs 
in One ZX80" (SYNC 2:2) the reference 
to "pin 28" of the modules rather than to 
"pin 28" of the IC socket was a bit 
confusing. Later PC boards do have a 28- 
pin socket for the ROM while the ROMs 
have only 24 pins. Also I have found that 
the earlier ZX80 boards have only 24-pin 
sockets if they have sockets at all. The 
power pin then is pin 24 of the ROM 
module which must be inserted at pin 28 
of the later sockets. 


Robert D. Hartung 
PO Box 125 
Palmyra, NY 14522 


Hardware Suggestion 


Dear Editor: 

In this avalanche of new hardware for 
the ZX81 I wonder how many manufact- 
urers realize that many of us bought the 
ZX81 because it is small. I can put it and 


my equally small cassette recorder intoa “| TSGT Chuck Taylor 
thin slipcase and use it anywhere а TV is | Diyarbakir 
available. No other low or medium priced Turkey "ы 


machine offers that degree of portability. 
Every manufacturer of hardware for the 
ZX81 should keep this in mind and should 
include the size of the product in ads. I 
favor stuffing as much memory and other 
extensions inside the case as possible. 


Harold Miller 
Mountainview 

Rt. 3 

Clarkesville, GA 30523 


Inventory 


Dear Editor: 

The /nventory program (SYNC 1:6) 
was both enjoyable and useful. Here is an 
improvement to SAVE the program (and 
variables) as directed by the prompt in 
line 2018: 

Change line 2020 to: 

2020 IF S$—"C" THEN SAVE 
“INVENTORY” 
Add: 
2019 INPUT S$ 
2021 STOP 


Thanks for a great magazine! 


Bruce Birmelin/Paramount Pictures. 


OMNI TEMPLATE 
FOR ZX-80 and ZX-81 


WHAT IS OMNI TEMPLATE? 
Itisa template program for generating other programs. 


EXTEND YOUR ZX81 SYSTEM While developing programs, our staff needed a collec- 


| tion of general utilities to avoid the burden of repeating 

m - - TEES T the same routines over and over. This gave birth to 

Modify. спо Sinclair firmware OMNI TEMPLATE. We found it so effective that we 
decided to share it with others. 


WHY SHOULD YOU HAVE IT? 

Itisa great training tool. It helps you to develop a habit 
of writing professional-looking programs rather than 
rag-tag patch works. It makes programming fun. 


WHAT DO YOU GET? 

You will receive a cassette tape of OMNI TEMPLATE 
Program prerecorded and ready to use. Three addition- 
al programs: RACING, INDEX-CARDS and FIT- 
POINTS, which were developed Бу OMNI TEMPLATE, 
are on the tape in addition to OMNI TEMPLATE. A 


add memory that won't forget! ! 


O Add your own system utilities 


о Install permanent machine language 
subroutines 


п Up to 8K nonvolatile memory 
п Use 6116 RAM or 2716/2732 EPROM's 
п Compatible with 16K RAM packs 


COMPLETE KIT: 


Plated-through, masked, & silkscreened 
pc board; all components, sockets, and 
connectors; supplied with a 2K 6116P-3 
CMOS RAM (board will accept up to 8K). 
Bare board $15 post paid. Check/money 
order (MI residents add 45) То: 


HUNTER 1630 Forest Hills Dr. Okemos 


Michigan 48864 
520595 Please include $1:95 H 
Shipping & handling 


complete listing of OMNI TEMPLATE and a well- 
documented manual describing how to use OMNI 
TEMPLATE is included. 


HOW DO YOU GET OMNI TEMPLATE? 
It is $9.50, if ordered before September 1, 1982. It 
becomes $14.50 after that. Please add $1.00 for shipping 
and handling. Send money order or check to: 


Omni Technology 
P.O. Box 10630 
Pittsburgh, Pa 15235 


PA resident please add 57 cents for PA sales tax. 


KAYDE Electronic Systems 


ZX80/1 $75.99 
ZX KEYBOARD WITH 
REPEAT KEY 


Fully cased keyboard ........ $75.90 
Uncased keyboard....... ..... $55.90 
Keyboard Case................... $21.90 


This is a highly professional keyboard using executive buttons as found on top quality 
computers. It has a repeat key and comes complete in its own luxury case. This is a 
genuine professional keyboard and should not be confused with toy keyboards currently 
available on the market 


KAYDE 16K RAM PACKS 


The 16K RAMPACK simply plugs straight into the user port at the rear of your computer. It is fully 


compatible with all accessories and needs no extra power and therefore it will run quite happily on your $59 
Sinclair power supply. It does not over-heat and will not lose memory at all. As you may know. some .90 
makes go down to 11K after being on for a while. 


This 16K RAMPACK is very stable and will not wobble or cause you to lose your programme It comes 
fully built and tested with a complete money-back Guarantee. 


KAYDE FLEXIBLE RIBBON CONNECTOR 


Stops movement of RAM PACK and other accessories 
(Not needed with a KAYDE RAMPACK) 


KAYDE 4K GRAPHICS BOARD 


The KAYDE Graphics Board is probably our best accessory yet. It fits neatly inside your 2Х81. It 
comes complete with a pre-programmed 2K Graphics ROM. This will give nearly 450 extra graphics 
and with the inverse makes a total of over nine hundred. 


The KAYDE Graphics Board has facilities for either 2K of RAM (for user definable graphics). 4K of ROM d 
or our 4K Tool Kit Chips that will be available shortly. All the graphics are completely software 

controlled, therefore they can be written into your programmes. Here are a few examples A full set of 

space invaders — Puckman — Bullets, Bombs — Tanks — Laser Bases and Alien Ships. 


NO EXTRA POWER NEEDED 


KAYDE 16K GRAPHICS BOARD SOFTWARE 


РЕСКМАҺМ: The only true ZX version of the popular arcade game. $ 
Centipede: “Іп а! | think this is the best presented moving graphics program lve yet seen. Phil Garratt. 7 1 9 
Interface. 0 


SPACE INVADERS: Тһе best version available anywhere. Graphics software can only be used with a graphics board 


Centipede: "па! | think this 15 the best presented moving graphics program Гуе yet seen." Phil Garratt, $7 7 9 
Interface. т 
3D/3D Labyrinth: А Cubit Maze that has corridors which may go left, right, ир, down. Peckman (the 0 


latest addition іп 81 games). 


Е К BAMPACHE $59.90 saen i 
Poat o. pèn Sy | Please send me... 2: ЭК graphice boards $59.90 each | 
Kayde Electronic Systems Ltd | Please send me...................... 16K graphics board software $11.90 each | 
y Please send me ............................................. 16K 81 software $11.90 each , 
The Conge [буын now 
Great Yarmouth + мыш | 
Norfolk NR30 1PJ ENGLAND d қ 
Tel: 0493 57867 (Dept. 5Ү1) i ess | 
| 
Please pay by ; | 
International money order or certified 
cheque for immediate delivery. à Please add $5 p&p for all hardware and $2 for all software. Please make : 


cheques payable to Kayde Electronic Systems Ltd. 


PEE eue e ei] (ue ares cap mes mim ме сей жеде ке жада a Й 


Sync газета 


Paul Grosjean 


SYNC in Outer Space 


Space games lead the list of the games 
that SYNC receives. This we would 
expect since shoot-the-aliens games have 
become standard fare in the computer 
game field. 

Certainly the computer is ideal for 
playing such games. As we have seen in 
recent years, modern instruments of war 
depend heavily upon computer controlled 
technology. Hitting the target used to be 
the result of an almost intuitive interpre- 
tation of a host of variables which was 
then put into action by eye/muscle coor- 
dination. The most important factor in 
hitting the target seemed to be luck — 
another name for the unknown or inmea- 
sureable variables. The lack of instru- 
ments to measure and calculate led to the 
use of massive fire power in the hope that 
something would hit the target even- 
tually. 

Now, however, hitting the target is a 
matter of computation based on precise 
measurement with lasers or radar. Since 


FOR YOUR 


space warfare involves speeds, distances, 
power, and logistics beyond our exper- 
ience, it is necessarily computer warfare. 

While the technology was developing 
that made space warfare possible, our 
imaginations were also being prepared. 
Science fiction writers such as E. E. 
Smith, A. E. van Vogt, and Isaac Asimov 
prepared us to think of conflict between 
humans and aliens and between humans 
and humans on a galactic scale. 

Movie features and serials provided our 
imaginations with the visual and sound 
effects. The famed radio broadcast of H. 
С. Wells s War of the Worlds in 1938 
raised conflict with the aliens high in the 
national consciousness. Finally TV put 
space into every living room. The old 
movies were shown again, the new movies 
reached larger audiences, and programs 
were developed around science fiction 
themes, most notably Star Trek. A space 
vocabulary has developed and become 
part of our daily vocabulary. 


We have the building blocks for story 
telling, and the computer has become the 
means of telling the story, but now the 
player participates in unfolding the story. 
LET A-(something) is necessary to the 
computer, but to the player LET A may 
really equal a space ship, an alien, a 
minefield, a forest, a castle, a maze— 
whatever the imagination desires. A given 
computer program can provide a host of 
stories without changing a line in it. We 
only need to change the terms we assign 
to the variables and the relationships we 
have instructed the computer to work 
out. 

In order to simulate some of the un- 
knowns of real life, we even introduce 
random numbers and elements into the 
program. SYNC receives from time to 
time games that are purely the "battle of 
the random numbers." In general, unless 
the program illustrates some significant 
programming techniques, these are 
rejected because the player's skill and 
judgment are vital parts of any satisfying 
game. If the player wins, he can claim the 
victory for his skill or ability; of course, if 
he loses, he can still blame bad luck. 

In this issue we have gathered some of 
these games into a theme section "SYNC 
in Outer Space." We are grateful to 
Paramount Pictures for providing photos 
from Star Trek II to highlight our theme. 


"n 


COSMONICS 


ZX81 HARDWARE/SOFTWARE EXTENTIONS 


CS 17 Cassette Read/Write Utilities. Allows the user to 
selectively read & write strings and arrays to a cassette, 
which can be used by the same program or a different pro- 


ZX-81/TIMEX 1000 


*KEYBOARD BLEEPER—Provides audible feed- 
back, improves your keyboard cheaply, fits in- 
side. All simple plug-in connections. No Solder- 
ing Required. Aids faster more accurate pro- 
gramming. All normal and shifted keys bleep in 
slow and fast modes. (All 210 characters) 
$19.00 includes instructions and postage/hand- 
ling. 


"LOADING AlD—Removes guesswork from ad- 


cassette 
CS 21 Software for TTL Serial Output Port. Provides cor- 
rect RS232 timing; provides Sinclair character set transla- 
tion to ASCII. 
CS 21 cassette ; 
"СН 21 Complete Plans for 2 | С Serial Output Port for ZX81. 
CH 21 plans 
"СН 21K 2 IC Serial Ouput Port Kit for ZX81 (complete 
plans and parts) 


CS 22 Software for Serial Input. Provides RS232 input tim- 

ing and provides ASCII to Sinclair character translation. 
cassette 

*CH 22 Complete Plans for ZX81 Serial Imput Port. 


justing cassette recorder volume. Optimum level 
attained when red and green L.E.D.'s flash in 


unison. between and 
recorder. 
$21.00 includes instructions and Розева 


ling. 


*T-SHIRTS—Black with red lettering "Sinclair 
2Х81”. State size required, 24" — 44". 
57.00 includes postage/handling. 


FULCRUM PRODUCTS, DEPT. U 
HILLSIDE STEEP LANE 

FINDON, W. SUSSEX, ENGLAND 
BN14 OUF 


Plugs-in computer 


СН 24 Complete Plans for В5232<-> TTL Level Converter. 
CH 24 3 
CH 46 46 pin edge connector for ZX81. 
connector 
All cassette software listed here requires a minimum 
of 2K RAM 
*Note: Any modification made on the ZX81 may 
invalidate the Sinclair warranty. 
Please add $1.50 postage and handling with each 
order. 
California residents add 6% sales tax. 


COSMONICS, Box 10358, San Jose, CA. 95157 


SYNC Magazine 


WANT TO FIX YOUR SINCLAIR? ADD MORE MEMORY? ADD A BUSS? WE GOT YOUR PARTS. 


We "eld all the parts you need to repair your Sinclair with the ео of the Sinclair Logic Unit, the ROM, 
and the Printed Circuit Board. In addition we carry OK. WELLER. and XCELITE tools, HAMMÓND, and PAC-TEC 
cases and VECTOR breadboarding and prototyping supplies. We stock resistors, capacitors, integrated circuits, 


descrete solid state devices, switches, sockets, connectors etc. etc. Below is a very small sampling of our products. 
If you see what you need give us a call, if you don't write for our free catalog. 


INTEGRATED CIRCUITS FULL-SIZE KEYBOARD 
INCREASE YOUR COMPUTING 
VOLTAGE REGULATORS 


TIME BY DECREASING TYPING TIME 
POSITIVE NEGATIVE 


ADD A FULL-SIZE KEYBOARD TO YOUR 
ZX-80/81 OR MICROACE. YOUR FINGERS 
E 0 7805 45V 7905 -5V 
тата 442°. 1042. 42 


WILL LOVE YOU FOR IT. 
GS Ц 7815 +15 9194-15 


7824 +24 1:25:63. 


SINCLAIR ÁE 5 
CONNECTOR | MODULATOR 


GOLD CONTACTS 
WIRE WRAP OR 
SOLDER TAIL 
$7.50 


td 


USA VHF 5.95 


DATA 
CASSETTES 
5175 
10 10:25152 


Made for Datapoint 
by Maxell 
90 тіп with case 


№ М 


HEAT SINK 254 


LM323K 5VOLT 
3AMP 3:95 


HEAT SINK 754 


OUR KEYBOARD HAS 62 KEYS SO YOU CAN 
ADD LOTS OF EXTRA FUNCTIONS. WE WILL 
EVEN SEND YOU PLANS ON HOW TO ADD 

CP.U. & SUPPORT SUCH USEFUL THINGS AS AUTOMATIC SHIFT 
ZU0ACPU у у 5 ON CERTAIN FUNCTIONS, AUTOMATIC REPEAT 
AND RESET. EACH KEY HAS GOLD CONTACTS 
TUE ЫШ я AND IS FIRMLY MOUNTED TO А BLACK METAL 
Дара а di з PLATE WHICH MEASURES 15-1/2" BY 4" AND 
Te PF 5 DOUBLES AS AN ATTRACTIVE FACE PLATE. 


BEST OF ALL YOU CAN GET YOURS IN KIT 
MEMORY FORM, COMPLETE WITH INSTRUCTIONS, OR 
WIRED AND READY TO GO. EITHER WAY WE 
2114 1KX4 STATIC 4.00 8/28.00 WILL INCLUDE THE EXSPANSION PLANS. 
4118 1KX8 STATIC 8.25 8/58.00 
6116 2KX8 STATIC 14.95 8/125.00 


KEYBOARD КИТ. 34.95 WIRED & TESTED..49.95 
4116 16K X1 DYNAM 3.50 8/24 00 


2716 2K X8 EPROM 12.00 8/84.00 
2732 4KX8 EPROM 19.95 8/135 00 


TTL 


+ + © © © © o 


5 screw high strength shell 


JOYSTICK 


4 - 10K Linear pots 


1- V2 metal handle 
2- V8 square 


$5.95 


IC SOCKETS 


*PIN SOL WW 


YOUR 
ULTIMATE POWER SUPPLY 


WHY WASTE TIME BUILDING NEW POWER 


PARTIAL LISTING SUPPLIES WHEN YOU WANT TO EXPAND? 


2400... .24 74E SOD.... .25 

7403......24 74LS03.....:25 OM Y МАТ РРР ВМО SPEND SOLDER 
7409..." ‘28 741509. 30 ALL YOUR TIME ON PROJECTS МОТ P.S. 

7490..... .35 74LS90......45 KESTER 60/40 


74148....75 7415138....70 
74154.. 1.25 7415154.. 1.75 
74190...-75 7415190... .85 
7415244 1.00 74LS245.. 


CMOS 


PARTIAL LISTING 


Rosin core. .020 dia. 
1 Pound Roll 


MULTIVOLTAGE 
FOR DYNAMIC RAMS ETC. 
INPUT Sole Be A 220 МАС 
OUTPUTS T5VDC--5AMP 
*12VDC. 1AMP 
—12VDC-1AMP 


SOLDE 


i3 


co SENSE SA 


74CO0..... .40 4001.... .30 12УАС--1/2 A. ^d 

WELLER 
74С02..... .40 4011... .30 5-3/4X7-1/2X4 Н MOD CPS-59 WP 
74C30..... :40 4016.... 60 PARTS & PLANS TO CONVERT 12VAC TO e exi сек Kin 
74C90... 1.35 4020... 1.20 12 WP40 120V 40W 20.93 
74C154.. 4.25 4071.... .30 ADD...5.00 PENCIL THIN IRON (NOT SHOWN) 
74С240.. 2.35 4511... 1.15 


WM120 120V 12W 19.47 


SOLDERING TOOL STAND 


STAND WITH SPONGE, 
4 BASE & RECEPTACLE. 


74C244.. 2.35 


LINEAR 


MC3401 QUAD ОР-АМР .... .50 
MC1555 TIMER ......... Пазар 2455 .45 


SINGLE VOLTAGE 
FOR CMOS & TTL LOVERS 
ПЧРИТ-------- 120 - 220 МАС 
OUTPUT--— +5МОС---9АМР 

» DIM.——9-*/2X 5 X 5 

niti MOD CPS-169 
ALSO AVAILABLE 
120 IN 5VDC--3AMP MOD SPS 30-5...24.95 
120 IN 5.8VDC--1.2AMP MOD SPS 1-5 


HOBBY WRAP TOOL 
AUTO-INDEX -* — wt 


ANTI-OVERWRAP 


FITS WP-25 WP-40 W-60 
MOD PH-60 


BI-FET OP-AMPS LOW NOISE 


SINGLE TLO81... .75 TL071.....90 
DUAL TLO82. 1.25 TLO72.. 1.50 
QUAD TLO84.. 2.25 TLO74. 250 


FITS WM-120 
MOD PHM-120 


WIRE WRAP WIRE 


KYNAR #30 WIRE WRAP WIRE 


PRECUT TO LENGTH THEN 1" 
STRIPPED FROM EACH END. 


INSERTION / 
EXTRACTION TOOLS 


DESOLDERING PUMP 


Ec W Sum вах: $: 
x Aue ғ < 3 

3 NN 2550,5 S 
"ED ха Хех 


EASY ONE HAND OPERATION 

ALL METAL CONSTRUCTION 

REPLACEABLE TEFLON TIP 
REGULATED SUCTION 


WE GOT IT IN RED, YELLOW, 
BLUE,BLACK,WHITE & GREEN 


MODIFIED WRAP 


TOOL WITH BIT 


LENGTH 100/BAG 1000/BAG| 8У/26308. .... .27.95 
3.0" 1.45 7.50 
3.5" 1.58 8.25 
4.0" 1.65 9.00 1451416 INSERT TOOL 4.35 
4.5" 1.75 9.75 MOS SAFE INSERT TOOLS 
5.0'' 1.85 10.25 : MES nece MOS1416 14-16 РИМ..... 9.95 
4 2- VACUUM BASED 
ADD'L 0.5" UP TO A TOTA -28 PIN.....9.95 
OF 10/17 pe а WRAPS AND UNWRAPS LIGHT DUTY VISE ка, a ae dU ae 
л 1-1/2'' WIDE JAWS TE 
BUILT-IN#30 WIRE STRIPPER 1-1/4" TRAVEL EXTRACTION TOOLS 
#30 BY THE SPOOL EXI 14-16 PIN.....1.49 
100' 4.3.95 500' 22 1 .95 WSUJ30...RE/LILAR...........7.25 EX2 24-40 PIN. 109-95 


1000° ...19.95 


CLIP AND STRIP 


‚ CUT AND STRIP#30 
WIRE IN ONE OPERA- 


WSU30M MODIFIED.........8.25 


TERMS 


Check, money order, VISA, or 
Mastercharge. Add $3.00 for 
shipping and handling, Texas 
residents add 5% state sales tax. 
Foreign orders add $10,00 for 
shipping: U.S. funds only. | 
Limited quanities on some items, 


WK7 COMPLETE KIT ...37.95 


ALTEX ELECTRONICS 


618 W. Sunset 
San Antonio, Texas 
78216 


1-512-828-0503 


TION.TAKES А LOT 
OF THE WORK OUT 
OF WIRE WRAPPING, 


CAS1 SOs 22:26 


8K ROM 1@ FOR ж-з2е та 35 


Туре in the following program. Then 18 SERDEE азы (x1; аза” 
hit RUN and ENTER. Observe the results. зә NEXT ж Hes Wu IW E 
m B . ее 7 ха Ши = I -- 
Er his If you like, you can substitute other О ERR s гари 
LI | ç charactersin the print statements in Lines БӨ PRINT TAB (х); ++“ 
20 and 50 SB aT ла 
; : м таа 
Ou елата Eam - 
"Try This" features short programs to Ross A. Rainwater 15 DIM aia? ee 
show off your computer, impress your 305 Regal Drive =. LE a 
family and friends, and tickle your imagi- Lawrenceville, GA 30245 зә Pr эмсе a” 


nation when SYNC arrives at your place. 
Send your contributions to: Try This, 
SYNC, 39 E. Hanover Ave., Morris Plains, 
NJ 07950. 


4K ROM 
Type in the following program. Then 
RUN and NEWLINE. Type in any char- 
acter or symbol when the quotation marks 
appear and hit NEWLINE again. Observe 
the results. Repeat until you get back to 
program. Note the program. 
Our thanks to: 
Ken Berggren 
104 Ridgeway Ave. 
Louisville, K Y 40207. 


Bruce Birmelin/Paramount Pictures. 


SEEK OUT AND 
CAPTURE THE 
LANGUAGE OF MAN! 


Battlefield: a24 x32 grid 


Opponents: upto 26 characters ofthe : 
alphabet 


Weapons: your mind and the invincible 
cursor 


Strategy: to render your opponents 
powerless by capturing them 
with the cursor. Caution! To 
recross your path is to abort 
the mission! 


Also available: Life, a simulation of biological Quantit Price 


systems, with a high speed mee а Se р, 


48 x 64 graphic palette. КОТ ee S л 


Both well-documented games are written in C] Check enclosed. Charge ту | | Mastercard [] Visa 
machine language for the ZX81 with 16K. Card No 
$9.95 each. Order by phone or mail. Watch for 

exciting new developments coming soon from Signature 


NON-TRIVIAL SOLUTIONS КІБЕШЕ ІЗ eee 


NON-TRIVIAL SOLUTIONS 806/376-5723 


; а Exp. Date 


12 SYNC Magazine 


INL. 


TS 1000 & ZX81 SOFTWARE 


Remember wher. you played Hangman as a child? We've created a learning tool for you 
and your children which contains 7 versions of Hangman on the ZX81. 
a ж IX ELI Your child can play against the computer's 5 pre-recorded libraries of categorized words, 


(each word up to 17 letters) Animals, Science, Countries of the World, States of America, and 


Fruits and Vegetables. 
As a special feature during the game, each program will pick a word from its own library, 
ҚЫР «= к then compare it with the last 50 words played so you will not get repeat words for atleastan 


hour of play. Also the computer keeps a running account of how many words you де! right 
and wrong. 

In the 6th version, you or your child may also play against an opponent. The computer 
requests players names, keeps score and generates the Hangman graphics. 

The seventh option allows you to create and save your own versions with up to 500 words 
each. This is ideal for parents to create special spelling drills for their children. 

Hangman is a great spelling and vocabulary tool for youngsters 6-12 years old, although 
its the kind of game adults have been known to indulge in too. 


SUPERMAZE* ROAD TO RICHES 


SUPERMAZE is a three-dimensional maze program with 
extraordinary full screen graphics that challenges you to with, | could turn it into a fortune... could be rich!" Well this is 
work your way through a complex labyrinth of corridors. your dream come true -- an opportunity to show your 
Enter SUPERMAZE at your own risk and carefully choose the prowess at making wise investments because you have just 
been given a million dollars -- to play with! 


right combinations of passageways to reach the end in the 
fewest possible moves. 
This graphically illustrated adventure game is full of Can you turn it into ten million? Or will you lose it all on a 
hazards to impair your ability to get through it. For example as risky investment? It's up to you. 
you wander through the endless corridors, you have to be ROAD TO RICHES is an entertaining and educational 
ее зебарве there are йуз Mop anors you can fall computer game in which up to four players are given 
through, finding yourself in another part of the maze. те ; : : 
But SUPERMAZE also features уйда helpful devices to aid Иоан Eri in business ventures jn an attempt to 
The program simulates a fast-moving world of investment 
in which you are confronted with all kinds of investments 


your journey. You can have a compass to guide you or stones 
to drop along the way to let you know if you have already 
passed through a section of the maze. 


Written with many machine code subroutines, ranging from conservative real estate opportunities to highly 
SUPERMAZE allows you to choose from ten mazes of risky Broadway shows. 
increasing difficulty. In addition you can create and store г The program carefully weighs the risk of each investment 
mazes of your own design. | : РАН | € and your chances for winning or losing. Like real life, low risk 
: оа ue ern ail Weare gena Cn ge oat 3:5 1 usually means (but not always) low yield while high risk can 
gi A map option to see where you've been but not where 22 —. J potus. - mean hitting the jackpot or financial disaster. < 
you are going. i ПЦ TRI, coc Т0 Some investments give you more working capital while 
е An option to find and take with you gold bars in the maze. w.. E) ый others give you equity with annual returns. j 
This helps you to develop skill in maneuvering. SS UEM Мы Pit yourself against a wheeler-dealer and see if, over a 
e Stones to drop along the way. 9" 3 period of seven years, you can come out on top. ROAD TO 
e Optional randomly placed trap doors. AT e Қ Es RICHES is fun and informative, realistically portraying the risk 
e The compass to guide you. | > 1 and skill of high finance. 


16K $1495 m 8/1 .16K $14.95 


PLUS MANY MORE ZX84 PROGRAMS! 


WRITE FOR FREE CATALOG 


SEND CHECK OR MONEY ORDER TO: 


Please send me: 
—,copesorHaNGMAN 51495 | SOF Я SYNC, INC. 


_соріеѕ of SUPERMAZE @ $14.95 ea AS 
— COPIES of ROAD TO RICHES PO Box 480, Murray Hill Station, New York, МУ 10156 (212) 685-2080 


а $14.95 ea Charge to: NAME 
Please indicate method of payment — C) VISA/Bankamericard 
О Check, money order (no cash please) O Mastercharge ADDRESS 


расы асы ee, SONS. 
CITY 


OE ERE ЧЕРЕН LIE LE GI RIBBON E RMR НЕ E Шы 
Add $1.50 shipping and handling. STATE/ZIP 


New York residents add sales tax. 


8K ROM; IK RAM 


Generally SYNC prefers articles in some 
depth to help you get more out of your 
computer. However, we receive many 
short programs that illustrate a point, 
demonstrate a technique, or show some- 
thing the reader has found interesting. 
"Just for Fun" shares these programs with 
you. If you learn something, great. If you 
have some fun, great. If you have some 
that you want to share, send them to: Just 
for Fun, SYNC, 39 E. Hanover Ave., 
Morris Plains, NJ 07950. 


Graphics Loop | 
Bernard Bush 


One technique for squeezing more into 
the limited memory of the basic ZX81 is 
to use a loop. The following program 
illustrates the method applied to create a 
continually changing graphics display. Enter 
the program. Then be sure you are in 
SLOW mode. Hit RUN and ENTER and 
enjoy the show. 


12 РЕН GRAPHICS і пар 

за LET R=INT iRNDz320@1 +1 
39 LET B=INT КБМ: +1 
за LET C-INT (ЕКЕМІЗ +1 
за LET D-INT ЕМО #1 +1 
ва LET Е-тмт tRNO #283 +1 
PRINT 

за PRINT 


216 FOR Jdzi1 то зе 
129 PRINT CHR A; 
139 PRINT CHR В; 
140 PRINT CHRS C; 
158 PRINT CHR С: 
150 PRINT CHR E: 
та NEXT J 

iga UNPLOT .t,.!-16 


200 REM STOP WITH BREAK 


Bernard Bush, Rt. 2, Mansfield, MO 65704. 


14 


нал" o o 


Graphics Loop Il 
James Grosjean 


The same screen display developed in 
“Graphics Loop I" can be achieved by 
the following program which establishes 
the loop through a technique suggested 
by Ken Berggren in his “Handling Strings 
from another DIMension"in this issue. 


19 FOR I-1 TO 5 
га LET A=RND#942 
За POKE 16537.з8+1 
за NEXT I 

58 РОКЕ 16537.38 


с 5 

вә PRINT CHR$ Я; СНА B.CHR$ C. 

CHR* D;CHR$ Е: 
за NEXT J 

POS RUN 


James Grosjean, 50 Kings Rd., Chatham, NJ 07928. 


Draw It 
Robert S. Boynton 


Many drawing programs require you to 
encode a picture and then display it, but 
this short program allows you to draw 
and edit a detailed picture even in ІК. 
Enter the program, be sure you are in 
SLOW mode, and press RUN and NEW- 
LINE. A black pixel will be displayed at 
center screen. You can move the pixel by 
using the arrow keys (no need to shift). If 
you make a mistake or you want to move 
without leaving a mark. press RUBOUT 
and the pixel will flash. You can now 
move it to a new location or backwards 
to erase. Press RUBOUT again to return 
to plotting. You can also put any keyboard 
character into your picture by pressing 
the EDIT key (no shift). and insert the 
character you want in the quotation marks. 
Press NEWLINE and the character will 


е M 


appear at the pixel location. The RUBOUT 
feature works on the printed characters. 
Do not go beyond the normal machine 
plotting area or error B will result. If you 
do not want to use the characters, you 
can omit lines 110 and 130 to 150. 


10 LET Хх 

20 LET х-32 

за LET Y=22 

4@ PLOT х,у 

58 IF HER UNEPLOT X. 


ве IF INKEY$="S° THEN LET X-X- 
7@ IF INKEY$="8" THEN LET X-X» 
Sf IF INKErS3—'5o" СЕНЕР ЕТ vY-zy- 
за IF INKEYS="7" THEN LET Y-Y4 
100 IF INKEY$="@" THEN LET Z-NO 
110 IF INKEYS$-"1" THEN GOSUB 13 
HS ого га, 


140 PRINT AS 
150 RETURN 


Robert S. Boynton, 189 David Humphreys Rd., Derby, CT 06418. 


SYNC Magazine 


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David B. Ornstein 


The ZX81 Parser (Part 2) 


In the last issue I began a discussion of 
the ZX8I's parser which is a complex and 
tricky combination of software tech- 
niques. In this issue I will continue the 
discussion by detailing the main parser 
routines. 


Syntax Checking vs. Execution 

When you enter a line into the 7Х81, 
the parser is called twice to evaluate it. 
The first time is when you hit ENTER 
after you have just typed a line into the 
system. This call instructs the parser to 
check the syntactic correctness of the 
line entered. If the line is in error, an S 
cursor is placed in the line at the appro- 
priate position. The parser then returns 
to the keyboard routine to permit the 
user to correct his error. The process by 
which any syntax error is shown to the 
user is simple: an RST 8 instruction is 
executed. This instruction is followed by 
a byte which specifies the "REPORT 
NUMBER". The RST 8 begins execution 
by loading X-PTR with the value of CH- 
ADD, the system's interpreter pointer (see 
the ZX81 BASIC Programming Manual, 
chapter 28). 3 

If there are no syntax errors, the parser 
returns, and the line is converted into its 
internal representation which is shown in 
Figure 1. 

At this point, one of two actions will 
occur. If a line number was specified, the 
internal representation will be stored in 
the program area. Note that, if the text of 
the line is null (1.е., there is no text after 
the line number), and if a line number 
was given, the old version of the line, if 
any exists, will be deleted. If no line 
number was given, the parser will be 


16 


called again. This time, however, it will 
execute the line. 

Clearly, some method must exist to tell 
the parser whether it should check-syntax 
or execute the line passed to it. A bit (bit 
7) in the FLAGS system variable is allo- 
cated for this use. If the parser is to 
execute the line, the bit will be set. 
Otherwise (i.e., syntax-check only), it will 
be reset. Thus the designation EXEC/ 
SYNTAX. A routine SYNTAX-Z (ODA6) 
is used to check this bit. This routine will 
return Z true if just-checking is specified. 
It returns Z false (1.е., NZ) if execution is 
to occur. 

To clarify the use of this flag, let me 
give an example. Suppose the parser is 
passed the following line: 

PLOT 5,10 А 
The code that will be executed is chosen 
by the parser. This process is detailed in 
“The Parser Body" below. 


ПЕГГЕГІГІГІГІ к 


It must be made clear that the process 
of fetching arguments and checking 
syntax cannot be thought of as disjointed. 
In the case of the PLOT command, as is 
the case with almost all other commands 
which take arguments, all arguments are 
passed to Section B on the "calculator 
stack." (See "Understanding Floating 
Point Arithmetic: The CALCULATOR 
Language," by Ian Logan, SYNC 2:2.) As 
we will see in the next section, the rou- 
tines used to fetch arguments check 
syntax, implicitly, as they move CH-ADD 
through the line—or rather the routines 
used to check syntax and fetch arguments, 
implicitly, as they move CH-ADD through 
the line. 


The Parser Body 

The ZX81’s parser is table-driven. This 
means that all syntax checking and exe- 
cution are directed by a series of tables. 


Figure 1: The internal representation of a line in Basic. 


ENTER 


Text of Line 
Length of Line (16 bits) 
Line Number (16 bits) 


Listing 1: The Parser Code. — ——— ——-— 


P-OFFSET: 


.BYTE $8B,$8D,$2D,$7F,$81,$49,$75 


.BYTE $5F,$40,$42,$2B,$17,$1F,$37 
.BYTE $52,$45,$0F,$6D,$2B,$44,$2D 
.BYTE $5A, 3B,$4C,$55,$0D,$52,95A 
. BYTE $4D,$15,36A 


SYNC Magazine 


The parser code is given in Listing 1. 
There are two entry points into the 
parser: LINE-SCAN and LINE-RUN. 
When called via LINE-SCAN, the parser 
sets EXEC/SYNTAX to SYNTAX (і.е., 
0), and calls E-LINE-NO. This subroutine 
is used to check the line number specified. 
If the line number is outside the bounds 
of a legal line number, a REPORT “С” is 
issued. If the line number is valid, LINE- 
SCAN falls through to LINE-RUN. 

As you probably know, Ше ZX81 will 
accept an expression as the argument to 
an INPUT statement. The parser is used 
to evaluate this expression. The first 
action performed by the parser (entered 
via LINE-RUN) is to check whether an 
INPUT statement is being executed. This 
condition is specified by bit 5 of FLAGX. 
If an INPUT statement is currently being 
processed, one of the two actions will 
occur. If the first character is a STOP, 
and the EXEC/SYNTAX flag —EXEC, 
the parser will exit by using RST 8 to 
signal a REPORT “D”. If the first char- 
acter is not a STOP, then the parser jumps 
to INPUT-REP (see Class-2). If an INPUT 
statement is not being executed, a jump is 
made to LINE-NULL. 

The parser, continuing execution at 
LINE-NULL, now checks to see if the line 
is null. If it is, the parser returns immed- 
iately. If the line is non-null, the parser 
checks to be sure that the first character 
in the line is a command. Once again, if it 
is not, REPORT “С” will be issued. 
Assuming that the first character in the 
line is a command, the parser continues 
by calculating the address of the com- 
mand's entry in the parameter table. This 
is done by using an offset table (0C29). 
The offset table and the paramater table 
are shown in Listings 2 апа 3, 
respectively. 

Reviewing the parameter table, you will 
see that each command entry specifies 
the format of a particular command. For 
example, PLOT (0C98) is shown to be 
comprsised of a CLASS-6 item, a comma 
(,), and another CLASS-6 item. After 
finding the currently executing command 
in the table, the parser falls through into 
a loop (GET-PARAM), which is respon- 
sible for fetching successive parameter- 
bytes from the command's entry. 

After fetching a byte, GET-PARAM 
checks its value. If the byte's value is 
greater than OBh, the GET-PARAM loop 
jumps to the SEPERATOR routine which 
checks the character in the line against 
the specified parameter-byte (i.e., ог-, 
etc). If a match is found to exit, 
SEPERATOR returns to the beginning of 
the GET-PARAM loop. If the characters 
did not match, REPORT “С” is issued via 
RST 8. 


July/August 1982 


P-PRINT: 


P-INPUT: 


SET-STRLN: 


REM. 


111: е 
CLASS-2: 


INPUT-REP: 


Listing 2: The Offset Table. 


.BYTE $01,$14,$02 "Class 
Class: 2 
.BYTE $06,300 S Claes: б 
.ВУТЕ $81,$0E -Crass 0 
; Addr-$0E81 
.ВҮТЕ $06,$DE,$05 >» Class 6 
.BYTE $AB,30 ? TUB 
(ODIO M 
; Addr-$ODAB 
.BYTE $06,$00 TE (Тазы 6 
.BYTE $B5,$0E ; Аадг-$0ЕВ5 
BYTE OO ДО BOC | Class 0 
: Addr-SOCEC 
.ВУТЕ $00,$D8,$0E ;| Glass. б 
: Addr-$0ED8 
.BYTE $04,$14,$06 остава 4 
«BYTE ЗЕ, Ф06,505 E TNI e 
.ВУТЕ $B9,$0D ; Class 6 
RV 
« Class «5 
; Addr-$0DB9 
.BYTE $04,$00 ; Class 4 
-BYTE $2E,SOE | "0lase "D 
; Addr-$0E2E 
.ВУТЕ $05,$СЕ, ФОА ; Class 5 
; Addr-SOACF 
BITE- $01,900 |, Glass 4 
.BYTE $E9,$0E | Става 0 
; Addr-$0EEO 
.BYTE $05,$09,$14 ; Class 
| ; Addr-$1409 
,BYTE $05,$6A,$0D ; Class 5 
; Addr-$0D6A 
BYTE. $005 203. 203 + (фазе O 
; Addr-$03C3 
; BYTE:.$03 , SAF SOE оаа 
» Addar- ponar 
„ВХТЕ 303£230,207 агае 
| > Addr-$0730 
.BYTE $06,$1А,306 ое 
.BYTE $00,392,30Е ; "," 
лев 
|" Chass. О 


Addr-30E92 
CALL NZ,STK-FETCH 
LD HL, FLAGX 


OR oe 
LD IST ЗА 
EX- ОВЕН 


UD -"(STRLEN,BC 
DD DEST) HE 


RET 

POP BC 

Lb o ASURLEGS) 
PUSH AF 

CALL SCANNING 
POP AF 


LD BÓ. $1321 
Пре. D (FLAGS) 
XOR E 

AND $40 


17 


ЧЕ. NZ,REPORIS-C 
pilo 

JR NZ,CLASS-END 
JRB СНЕСК-2 


Listing 2 (continued) 


If, on the other hand, the parameter- 
byte's value is less than OB, the parser 
uses another offset table (0016) to find 


the address of the class handler. The class — CLASS- ^: CALL LOOK-VARS 
handler is then called. When it finishes PUSH AF 
execution, it will (probably) return to the DI eae МАА 
beginning of the GET-PARAM loop. OR $9F 
INC A 
Class Handlers JR NZ,REPORT-C 
A class handler is a routine used to POP AF 
parse out a particular type of variable XH MI OU o 
(i.e., non-constant) parameter from a line. 
These items include, but are not limited CLASS-6; CALL SCANNING 


to, variable names and expressions. As 
class handlers perform extremely diversi- 


BIT 6,(FLAGS) 


fied functions, each will be presented RET № 
separately with a description of the effects | 3 
of its execution. REPORT-C: RST 8 
BYTE $ØB 
CLASS-6 
CLASS-6 is the routine used to parse NC-TC-STÉ: JR NZ,CLASS-6 
out an integral expression. CLASS-6 uses CALL SYNTAX-Z 
a ROM routine known as SCANNING ВЕТ 2 
which is a general expression parsing RST 059 ec OS TI ha 
routine. Although a discussion of expres- calculator 
sion evaluation techniques is beyond the .BYTE ЗАО . Stk-zero 
scope of this article, it suffices to say .BYTE $34 ‚ End-calc 
that the SCANNING leaves the result of RET | 
its evaluation on the calculator stack. It 
also sets bit 6 of FLAGS to indicate 41-4 ао 
whether the value parsed was of numeric 5ҮНТАА-4: с 7, (FLAGS) 
or string type. When control is returned r$ 
to CLASS-6, after its call to SCANNING, ee 
it checks bit 6 of FLAGS. If a string LD B, $99 
argument was specified, then REPORT ADD HL, BC 
“C” is given. If a numeric argument was LD C, (HL) 
supplied, the CLASS-6 returns. ADD HL, ВС 
PUSH HL 
CLASS-1 RET 
CLASS-1 is called to parse out an 
assignable variable name. This procedure  SEPERATOR: RST 18 
begins by calling LOOK-VARS, a routine GP xb 
to pull a variable name out of the source JR NZ,REPORT-C2 
line. LOOK-VARS returns a pointer RST 20 
to the variable's record in the VARS RET 
file. If the variable is not found, LOOK- 
VARS creates it, and returns a pointer to т с 
the created record. CLASS-1 stores Ше C-OFPSETs .BYTE $17,$25,$53, SOF »$6B,$13,$76 
returned pointer and other pertinent = zc 
information in system variables for later CHECK-END ip а 
use. It then returns. POP BC 
CLASSA CHECK -2: LD AH HL) 
CLASS-4 is a routine used for a purpose СР NEWLINE 
similar to that of CLASS-1. It is used to RET 2 
parse out the variable name specified аа — REPORT- C2: JR REPORT-C 
the argument to a FOR or NEXT com- 
mand. It calls LOOK-VARS and checks | CLASS -3: СР NEWLINE 
the type bits returned in the C register. It CALL NO-TO-STK 
checks to be sure that both bits 5 and 6 
are set in the type byte. If they are not CLASS CP oA 
set, REPORT “С” is given. If the variable 
name was valid (i.e., a single-character СІ,А55-5: pap- ВС 
numeric scalar), CLASS-4 will jump into тт TOK E 
the middle of the CLASS-1 routine which пара : ар а 
will then proceed by storing Ше informa- | LD HL 3 (T ADDR) 
tion on the variable in the appropriate LD C (HL) 


system variables. 


18 SYNC Magazine 


AARDVARK — THE ADVENTURE PLACE 
ADVENTURES FOR OSI, TRS-80, TRS-80 COLOR, SINCLAIR, PET, VIC-20 


ADVENTURES — Adventures are a unique 
form of computer game. They let you spend 
30 to 70 hours exploring and conquering a 
world you have never seen before. There is 
little or no luck in Adventuring. The rewards 
are for creative thinking, courage, and wise 
gambling — not fast reflexes. 

In Adventuring, the computer speaks and 
listens to plain English. No prior knowledge 
of computers, special controls, or games is re- 
quired so everyone enjoys them —even people 
who do not like computers. 

Except for Quest, itself unique among Ad- 
venture games, Adventures are non-graphic. 
Adventures are more like a novel than a comic 
book or arcade game. It is like reading a раг- 
ticular exciting book where you are the main 
character. 

АП of the Adventures in this ad are in Basic. 
They are full featured, fully plotted adventures 
that will take a minimum of thirty hours (in 
several sittings) to play. 

Adventuring requires 16k on Sinclair, TRS- 
80, and TRS-80 Color. They require 8k on OSI 
өнд 185 on VIC-20. Sinclair requires extended 


TREK ADVENTURE by Bob Retelle — This 
one takes place aboard a familiar starship and 
is a must for trekkies. The problem is a famil- 
iar one — The ship is in a “decaying orbit” 
(the Captain never could learn to park!) and 
the engines are out (You would think that in 
all those years, they would have learned to 
build some that didn't die once a week). Your 
options are to start the engine, save the ship, 
get off the ship, or die. Good Luck. 

Authors note to players — | wrote this one 
with a concordance in hand. It is very accurate 
— and a lot of fun. It was nice to wander 
around the ship instead of watching it on T.V. 


CIRCLE WORLD by Bob Anderson — The 
Alien culture has built a huge world in the 
shape of a ring circling their sun. They left 
behind some strange creatures and a lot of ad- 
vanced technology. Unfortunately, the world 
is headed for destruction and it is your job to 
save it before it plunges into the sun! 

Editors note to players — In keeping with 
the large scale of Circle World, the author 
wrote a very large adventure. It has a lot of 
rooms and a lot of objects in them. It is a very 
convoluted, very complex adventure. One of 
our largest. Not available on OSI. 


HAUNTED HOUSE by Bob Anderson — This 
one is for the kids. The house has ghosts, gob- 
lins, vampires and treasures — and problems 
designed for the 8 to 13 year old. This is a 
real adventure and does require some thinking 
and problem solving — but only for kids. 

Authors note to players— This one was fun 
to write. The vocabulary and characters were 
designed for younger players and lots of things 
happen when they give the computer com- 
mands. This one teaches logical thought, map- 
ping skills, and creativity while keeping their 
interest. 


DERELICT by Rodger Olsen and Bob Ander- 
son — For Wealth and Glory, you have to ran- 
sack a thousand year old space ship. You'll 
have to learn to speak their language and 
operate the machinery they left behind. The 
hardest problem of all is to live through it. 

Authors note to players — This adventure 
is the new winner in the “Toughest Adventure 
at Aardvark Sweepstakes''. Our most difficult 
problem in writing the adventure was to keep 
it logical and realistic. There are no irrational 
traps and sudden senseless deaths in Derelict. 
This ship was designed to be perfectly safe for 
its’ builders. It just happens to be deadly to 
alien invaders like you. 


NUCLEAR SUB by Bob Retelle — You start 
at the bottom of the ocean in a wrecked Nu- 
clear Sub. There is literally no way to go but 
up. Save the ship, raise her, or get out of her 
before she blows or start WWIII. 

Editors note to players— This was actually 
plotted by Rodger Olsen, Bob Retelle, and 
someone you don't know — Three of the nas- 
tiest minds in adventure writing. It is devious, 
wicked, and kills you often. The TRS-80 Color 
version has nice sound and special effects. 


EARTHQUAKE by Bob Anderson and Rodger 
Olsen — A second kids adventure. You are 
trapped in a shopping center during an earth- 
quake. There is a way out, but you need help. 
To save yourself, you have to be a hero and 
save others first. 

Authors note to players — This one feels 
good. Not only is it designed for the younger 
set (see note on Haunted House), but it also 
plays nicely. Instead of killing, you have to 
save lives to win this one. The player must 
help others first if he/she is to survive — | like 
that. 


Please specify system on all orders 


PYRAMID by Rodger Olsen — This is one of 
our toughest Adventures. Average time 
through the Pyramid is 50 to 70 hours. The 
old boys who built this Pyramid did not mean 
for it to be ransacked by people like you. 
Authors note to players — This is a very 
entertaining and very tough adventure. | left 
clues everywhere but came up with some in- 
genous problems. This one has captivated 
people so much that | get calls daily from as 
far away as New Zealand and France from 
bleary eyed people who are stuck in the 
Pyramid and desperate for more clues. 


QUEST by Bob Retelle and Rodger Olsen — 
THIS IS DIFFERENT FROM ALL THE 
OTHER GAMES OF ADVENTURE!!!! It is 
played on a computer generated map of 
Alesia. You lead a small band of adventurers 
on a mission to conquer the Citadel of Moor- 
lock. You have to build an army and then arm 
and feed them by combat, bargaining, explora- 
tion of ruins and temples, and outright ban- 
ditry. The game takes 2 to 5 hours to play 
and is different each time. The TRS-80 Color 
version has nice visual effects and sound. Not 
available on OSI. This is the most popular 
game we have ever published. 


MARS by Rodger Olsen — Y our ship crashed 
on the Red Planet and you have to get home. 
You will have to explore a Martian city, repair 
your ship and deal with possibly hostile aliens 
to get home again. 

Authors note to players — This is highly 
recommended as a first adventure. lt is in no 
way simple —playing time normally runs from 
30 to 50 hours — but it is constructed in a 
more “ореп” manner to let you try out ad- 
venturing and get used to the game before 
you hit the really tough problems. 


ADVENTURE WRITING/DEATHSHIP by 
Rodger Olsen — This is a data sheet showing 
how we do it. И is about 14 pages of detailed 
instructions how to write your own adven- 
tures. It contains the entire text of Deathship. 
Data sheet - $3.95. NOTE: Owners of OSI, 
TRS-80, TRS-80 Color, and Vic 20 computers 
can also get Deathship on tape for an addi- 
tional $5.00. 


PRICE AND AVAILABILITY: 

All adventures are $14.95 on tape except 
Earthquake and Haunted House which are 
$9.95. Disk versions are available on OSI and 
TRS-80 Color for $2.00 additional. 


ALSO FROM AARDVARK - This is only a partial list of what we carry. We have a lot of other games (particularly for the 
TRS-80 Color and OSI), business programs, blank tapes and disks and hardware. Send $1.00 for our complete catalog. 


2 


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(313) 669-3110 


E 


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LINE-NULL: 


MAIL CHECK OR MONEY ORDER TO: 


HURRICANE ELECTRONICS | 
P.O. Box 87 е Dolton, IL 60419 


Listing 2 (continued) 


SCAN-LOOP: 
GET-PARAM: 


INC HL 
О-В, СИБ) 
ЕХ DE: HG 
PUSH BC 
RET 


CALL LOOK-VARS 

LD (FLAGX),$00 

JR NC,SET-STK 

SET 1,(FLAGX) 

JR NZ,SET-STRLN 

RST 8 

.BYTE $01 

CALL Z,STK-VAR 

BIT 6,(FLAGS) 

АСМ ,SET-~STRIN 

XOR A 

CALL SYNTAX-2Z 

LD (FLAGS),O01 ‚ Set up SYNTAX- 
checking only 

CALL E-LINE-NO 

CALL SET-MEM 

LD НІ,ЕВЕ NR 

LD (HL),$FF 

LD: —DIBBAGX 

BIT 5,(HL) 

JR 2,LINE-NULL 

Ср. "Shop" s Ye ЕЗ Hex 

LD - нъ) 

JP NZ,INPUT-REF 

GALL SXNTAX-Z 

RET 7 


RST 8 : Error "D" 
.BYTE $C 


RST 8 ‚ Give REPORT "9" 
.BYTE $48 


RST 8 

LD B, $00 
CP NEWLINE 
RET a% 


LD С, А 

RST 5220 

LOD- -AG 

SUB. ФЕ 

JR С,КЕРОКТ-С2 


LD C,A 

LD. -HL P>OFESET 
ADD HL,BC 

LO зе CHL) 

ADD HL,BC 

JR GET-PARAM 


LD HL,(T ADDR) 
BD ASCHL 

INC HL 

LD (T ADDR),HL 
LD BC,SCAN-LOOP 
PUSH BC 

LD C 

СР $gB 

JR NC,SEPERATOR 


SYNC Magazine 


CLASS-2 

Тһе CLASS-2 routine is responsible for 
parsing out the value assigned to a var- 
iable (previously specified by CLASS-1) 
in a LET or INPUT statement. The 
expression is evaluated by SCANNING. 
The type of the expression evaluated is 
then checked against the type of the 
variable (name) stored by CLASS-1. If 
the types are not equal, then REPORT 
“С” 15 issued. If, on the other hand, the 
types do mix, a jump is made to the LET 
routine at 1321h. 


CLASS-5 

IF, PRINT, LPRINT, FOR, REM, 
LOAD, DIM, and SAVE all have CLASS- 
5 as their last parameter. The CLASS-5 
byte (05h) is followed by two bytes which 
form an address. The address specified is 
that of the handler for that command. 
The command handler is the routine that 
actually performs the action specified by 
the command (i.e., placing a dot on the 
screen, in the case of a PLOT command). 


By reviewing the code for CLASS-5, you 
will see that, after POPing its return 
address (probably OCF4h), its gets the 
next two bytes from the command's entry 
in the parameter table. It combines these 
bytes and jumps to the address specified 
by the resulting word. 

Before executing the jump, a CALL is 
made, conditionally (if the Z-flag is set) 
to CHECK-END. This routine checks to 
be sure that the next character in the line 
specifies an епд-о те (і.е., a NEW- 
LINE). If it does not, REPORT “С” is 
given. If the character is a NEWLINE, a 
return is made. 


CLASS-0 

CLASS-0 is simply a CP A instruction. 
This instruction is commonly used by Z80 
programmers to set the Z-flag. After 
executing this instruction, CLASS-0 falls 
through to CLASS-5. CLASS-5 will then 
CALL CHECK-END, as the Z-flag is set. 


——————————————— Listing 3: The Parameter Table. —— — — — —————— — — — ————— 


P-RAND: .BYTE $03,$6C,$0E | Class 3 
; Addr-SOE6C 
P-LOAD: .BYTE $05,$40,$03 :; Olass-5 
; Addr-$0340 
P-SAVE: .BYTE $05,$F6,$02 ) Claes. 
; Addr-$02F6 
P-CONT: .BYTE $00,$7C,$0E ; Class O 
: Addr-$0E7C 
P-CLEAR: .BYTE $00,$9A,$14 ‘i Class о 
; Addr-$159A 
P-CLS: .BYTE %00,%2А,%0А ; Class 0 
: Addr-$0A2A 
P-PLOT: .BYTE $06,S1A,$06 : Class 6 
.ВУТЕ $00,$AF,$0B ua 2 
S Olaes-6 
; Class O 
; Addr-$0BAF 
F-UNPLOT: .BYTE $06,$1А,$06 |: Ofass 6 
.ВУТЕ 900,ФАЕ,ФОВ ДЕ Па 
: Class 6 
; Class 0 
; Addr-$0BAF 
P-SCROLL: .BYTE $00,$0E,$0C | Class 0 
; Addr-$0COE 
P-PAUSE: .BYTE $06,$00,$32 | Class 6 
.BYTE ФОЕ ; Class O 
; Addr-$@F32 
P-SLOW: „ВУТЕ $00,$2B,$0F |; Class 0 
; Addr-$0F2B 
P-FAST: .BYTE $00,$23,$0F ; Class 0 
: : Addr-$0F23 
P-COPY: .BYTE $00,$69,$08 : Class 0 
; Addr-$0869 
P-LPRINT: .BYTE $05,$CB,$0A | Claes 5 
; Addr -$0ACB 
P-LLIST: .BYTE $03 ,$2C.$07 | .Olass 3j 
; Addr-$072C 


July/August 1982 


CLASS-3 

CLASS-3 handles the argument speci- 
fied after a RAND, LIST, LLIST, or RUN 
command. This element can be either a 
NEWLINE or an integral expression. If a 
NEWLINE is given without any expres- 
sion, a default of 0 is assumed, and pushed 
onto the calculator stack. If a number 
was specified, CLASS-6 is CALLed to 
parse the expression. After pushing the 
appropriate number onto the calculator 
stack, CLASS-6 returns to CLASS-3. 
CLASS-3 then falls through to CLASS-0. 

In the next issue I will discuss the 
command handlers themselves. 

Once again, I wish to extend my utmost 
gratitude to Ian Logan for his hard work 
in disassembling Ше 8K ROM. АП labels 
in this article come from the result of his 
work: The Sinclair ZX81 КОМ 
Disassembly, Part A. 

Until next time, same relativistic time 
period, same non-Euclidian universe. Mg 


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21 


4K ROM (8K ROM); 1K RAM 


їп егп sync = — 


Alan Groupe, Michael Tardiff, and Ivan Zatkovich 


Two to the What? 


Recently, a cousin from Lincolnwood, 
Illinois, came out to visit. Along with him, 
he brought a couple of "extra credit" 
problems given him by his eighth grade 
science teacher. 

One of the problems was to calculate 2 
to the 420th power. The problem came 
with the following restriction: "You can't 
use a computer." Since no commonly 
available computer can store a number 
this large with perfect accuracy (remem- 
ber, floating point numbers are only 
approximations of a number), this restric- 
tion seemed unnecessary. 

You have probably already guessed, 
though, that with some thought and a few 
tricks, you can solve this problem using a 
computer. It should also come as no 
surprise that we are going to show you 
how to do it on your ZX80/81. 

It does seem to us, however, that any 
eighth grader who could figure out how 
to solve this problem on a computer is 
well on the way to becoming a clever 
problem-solver who can make good use 
of available tools, and, therefore, deserves 
the extra credit. Lincolnwood School 
District, take note. 

To solve this problem on a ZX80/81 or 
on any computer, you first have to under- 
stand how to do it by hand. 

Unless you are a child prodigy, you 
cannot handle a number as big as 2 to the 
420th either. The best way to deal with 
things too big to handle all at once, of 
course, is to break them down into “bite- 
size" chunks. In this case, the most 
obvious method probably would be to 
treat each digit separately. You could 
take 2, multiply it by 2, take that answer 
and multiply it by 2 again, and so on, 419 
times. When the numbers begin getting 
too large to multiply in your head, you 
would move from right to left, multiplying 
a digit by 2, adding in any carry from the 


22 


previous digit, and carrying into the next, 
if necessary. Just like in school, right? 

While the ZX80/81 cannot handle 
numbers as large as 2 to the 420th, it can 
handle numbers as big as 32767 (decimal). 
Rather than doing the calculations one 
digit at a time, as you would do by hand, 
it is a simple matter to have the ZX80/81 
multiply four digits at a time. Listing 1 
gives the program for calculating 2 to the 
420th. This was written on the ZX80 4K 
ROM, but it works also on the ZX81 if 
you make this change: 

180 PRINT А); #8”; 

Since the answer to our problem is 127 
decimal digits long (How do we know? 
Trust us.), we can store it in an array of 
32 integers. This is done in line 10. Lines 
20-50 initialize our answer to 1 (2 to the 
zero-ith power). Lines 60 through 160 are 
the main loop of the program and multiply 
A by 2 420 times. C is the carry from one 
"digit grouping" to the next and is cleared 
in line 70. (There is no carry, of course, 
into the rightmost digit.) 

Lines 80 and 90 set up a backwards 
FOR-NEXT loop going from 32 down to 
1, covering each digit group from right to 
left. We could have numbered the digit 
groups in the other direction, but then we 
would have needed a reverse loop to print 
out the result, so it did not make much 
difference which way we went. Line 100 
multiplies the current digit group by 2 
and adds in the carry from the previous 
digit group. Line 110 clears the carry, 
since we do not as yet know whether 
there is to be a carry out of the current 
digit group. Line 120 skips over the carry 
processing if the current digit group is 
within range (0-9999). Lines 130 and 140 
do the carry processing by bringing the 
digit group back within range and setting 
the carry into the next group to 1. You 
should satisfy yourself that this is correct. 

Line 150 closes the loop at line 80 and 
proceeds to the next digit group. Line 160 
closes the loop at line 60 and proceeds to 


the next doubling. Calculations are now 
finished, and lines 170 through 190 print 
out the result. 

Note that the format of the output is 
rather sloppy. The reason for this is that 
some of the digit groups may be less than 
1000, and in order for the result to be 
printed together, program lines would 
have to be added to print these groups 
with leading zeros. While this is not 
particularly difficult, it would tend to 
make the program more complicated. If 
you have sufficient RAM, the inspiration, 
and a compulsion for neatness, see if you 
can alter our program to "prettyprint." 

When run, the program grinds away 
for a little over four minutes before 
returning with the answer. Compared to 
pencil and paper, that is not bad. But 
consider this: on the first iteration of the 
main loop (lines 60-160) the variable 
A(32), which is originally 1, is multiplied 
by 2, giving 2. But A(1) through A(31), 
while being equal to 0, are still multiplied 
by 2. On the second iteration this is also 
true. In fact, most of the four minutes are 
spent multiplying 0 by 2! 

This provides us with a good example 
off how careful planning can make a 
program run faster. If you think through 
a problem ahead of time, you can cut out 
the pointless work and free your ZX80/81 
to do the real work of calculating or 
searching or whatever. Sure enough, there 
is a simple way to “optimize” our program 
to eliminate the wasted work of multi- 
plying 0 by 2. 

If you keep a pointer (call it "P") to the 
most significant (leftmost) non-zero digit, 
and stop the right-to-left multiplication 
loop (lines 80-150) at that point, you avoid 
the unnecessary multiplications. Remem- 
ber, though, to move this pointer to the 
left when you carry out of that digit (in 
this case, the digit to the left will now be 
non-zero). 

If that is a bit tough to follow the first 
time through, add the lines in Listing 2 
for 4К ROM or Listing 3 for 8& ROM. 
Then trace through the program using 
pencil and paper. You will see how the 
unnecessary work is avoided. 


SYNC Magazine 


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SYNC Program Listings 


Readers should note the following 
conventions used in the program listings 
in this issue: 

# — The number symbol is used in 
PRINT statements to show necessary 
spaces. 

"A"— The underline is used in PRINT 
statements to indicate graphics. Press the 
key designated in whatever way your 
machine requires to get the graphic. 

INPUT — In PRINT statements when 
a word or token is underlined enter the 
word from the keyboard rather than type 
it in letter by letter. This is a memory 
saving technique. 

After typing in a program line, you 
must put the line into your program. On 
Ше ZX80 and ZX81 with 8K ROM this is 
done by hitting the NEWLINE key. On 
the ZX8I the same thing is done by hitting 
ENTER. The words are used interchange- 
ably. 

A number followed by a b is binary; a 
number followed by h is hex. 


Line 55 initializes our new pointer to 
one significant digit group. This is because 
A(32), or rather, A(P), is the only digit 
group with anything in it. Line 80 has 
been changed to loop through only the 
significant digit groups. You should verify 
that this is correct. 

Lines 143 through 147 have been added 
to the carry processing section. They will 
only be executed when there is a carry 
out of a digit group. Line 143 checks to 
see if this is a carry out of the currently 
most significant digit group (the one P 
points to). If not, this is simply a normal 
carry, and carry processing is done. 
Otherwise, lines 145 and 147 move the 
pointer one digit group to the left and set 
that digit group to 1 (the carry out of the 
previous group). 

With this modification in place, the 
program takes just under three minutes, 
an improvement of over 35 percent. 

It should be apparent that you can use 
this same technique to calculate other 
"big" numbers. If you really want to 
impress your friends, amaze yourself, and 
give your ZX80/81 a workout, try calcu- 
lating that wonderful constant, pi, to a 
hundred places or so. You will have to 
solve a few problems along the way, but 
you have two months until the next issue 
of SYNC comes in the mail...right? 


By the way, in case you did not have 
your ZX80/81 with you as you read this 
column (perish the thought!), the answer 
to our problem is (drum roll, please): 

2, 707, 685, 248, 164, 858, 261, 307, 045, 
101, 702, 230, 179, 137, 145, 581, 421, 695, 
874, 189, 921, 465, 443, 966, 120, 903, 931, 
272, 499, 975, 005, 961, 073, 806, 735, 733 
604, 454, 495, 675, 614, 232, 576. а 


Listing 1: 2 to the 420th (4K ROM). — 
лə OIM я (32? 


из Hae ШЕТТЕН 
PH вбниебво не 


170 FOR I-1 Ta 22 
188 PRINT BRI). 
198 NEXT I 


— ç Listing 2: Eliminating 0*2 (4K ROM). . 


55 LET P=32 

за FOR Ісі TO 32-P-«1i 

143 IF NOT Ііз-Р THEN GOTO 158 
145 LET P3P-l 

147 LET ЯР} =1 


_ — . Listing 3: Eliminating 0*2 (8K КОМ). 


55 LET P=32 

за FOR І-і T2 зе-е++ 

143 ТЕ 11 < зе THEN GOTO 158 
145 LET P-P-1 

147 CET Ру =1 


DON'T JUST EXPAND YOUR MEMORY. 
EXPAND YOUR HORIZONS. 


Are you ready to put your ZX-81 to 
work on some tough processing prob- 
lems? Would you like to use your ZX- 
81 in monitoring or control applica- 
tions? Then consider the Wisconsinc 
16K/32K memory board with I/O 
ports. 


The Wisconsinc memory board is de- 
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offer kits ranging from a bare board 
and edge connector for the budget 
minded to a complete 32K with ports, 
aluminum enclosure, and a power 
supply with sufficient capacity to 
source 500 ma to peripheral loads. All 
kits include complete schematic and 
instructions for the 32K with ports to 
allow easy expansion as your needs 
change. or as your budget allows. 


Wisconsinc s I/O ports consist of two 
8-bit LS TTL input ports and two 8-bit 
latching output ports. The ports are 
readily accessed using BASIC PEEK 
and POKE commands. or can be ac- 


24 


cessed at very high speeds with user 
subroutines. The applications for ports 
are limited only by your imagination. 
With suitable external circuitry, they 
are useful for data acquisition and 
storage. joystick interface, music 
synthesizer, realtime clock inputs, 
home security systems, environmen- 
tal monitoring and control, and much 
more. And the best part is that Wis- 
consinc s ports may be added later as 
the need arises; port kits come with 
headers and ribbon cables. 


Even if you don t need the ports. you II 
find Wisconsinc s 32K memory to be 
easy to use, requiring only two simply 
BASIC commands to move the stack 
and re-initialize your ZX-81, providing 
16K for BASIC programs and 16K 
useful for large arrays and variables. 
This allows the use of large arrays and 
character strings, and will offer new 
possibilities in scientific and business 
applications, especially for engineer- 
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16K memory kit 
32K memory kit 


Bare board. connecter 
16K add-on kit 
Kit repair service 


Wisconsin residents add sales tax. 
Please add $4.95 for shipping and 
handling. Check or money order only. 
Allow 4-6 weeks for delivery. 


Get the most from your ZX-81, and put 
the world within reach of your key- 
board. Think about it. You can only do 
so much with software. Sooner or later 
you И wish you had ports. 


WISCON 


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PO Box 332 
Milton WI 53563 


SYNC Magazine 


PRINT 


For 59995 you can have a 
full powered personal computer. 


Most people know by now that the 
ZX81 from Sinclair Research is the 
lowest priced personal computer in 


The ZX81 is also very convenient to 
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Why wait any longer? With the Sin- 
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Call toll free 800-543-3000. Ask 
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computers. The ZX81 offers features to over 16K just by plugging the Phones open 24 hours 

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merical arrays stantly coming out with new pro- write: Sinclair Research Ltd., 

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How did we do it? The 
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The success of the ZX81 speaks for 
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| ee MAIL TO: Sinclair Research Ltd., | 
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sinclair 


Book Review 


Understanding Your 


Understanding Your 2 Х81 ROM Бу Dr. 
Ian Logan. Melbourne House Ltd., Glebe 
Cottage, Station Rd., Cheddington, Leigh- 
ton Buzzard, Bedfordshire LU7 7NA, U.K. 
162 pp.; paperback. Available directly 
from the author for $18 (airmail). In U.S. 
$19.95 from: Gladstone, Heuristics, Sin- 
clair Place, Softsync. 

SYNC readers will recognize Dr. Logan 
as a major ZX80/81 expert whose writings 
are well worthwhile. Understanding Your 
ZX61 ROM is no exception. The book is 
written for a serious beginner who has a 
fairly good knowledge of Basic and wishes 
to take advantage of Z80 machine code 
execution speed. It supplements, but does 
not replace, the ZX81 manual which must 
be used as a reference. In many ways this 
book is an extension of Dr. Logan's article 
"An Introduction to Machine Code" in 
SYNC 1:6. 

The book falls logically into five parts. 
The first is a brief review of the Z80 
CPU, its registers, and its instruction 
format. Next a quick introduction to the 
internal arithmetic and number base 
manipulations required is included. 


Thomas L. Keeney, 9629 Dortmund, Huntsville, 
A] 35803. 


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28 


ZX81 ROM Thomas L. Keeney 


The second part is a discussion of the 
Z80 machine code instruction set grouped 
by function. Examples are drawn liberally 
from the 8К ROM. Dr. Logan includes 26 
additional examples in the form of simple 
Basic programs which can be entered and 
executed in the 1K memory. 

A detailed examination of the relevant 
parts of the 8& ROM makes up the third 
part. The discussion is limited, however, 
to those routines which the user can 
reasonably access and use. Again, simple 
Basic programs detail the manner in 
which ROM based subroutines can be 
applied to a program. A simple USR- 
(address) will not work with most of them. 
ROM functions for report generation, 
character printing, keyboard input, and 
display generation are discussed. 

The fourth part might properly be 
called “Getting Started in Machine 
Code.” Dr. Logan introduces machine 
code programming by treating it as an 
extension to Basic. His technique of 
writing Basic programs that mimic 
machine code is unique to my experience. 
This appears to be such a good teaching 
method that it should become wide- 
spread. Of course, the technique is possi- 
ble only because the Sinclair Basic can 


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accept variables of any length. Such 
concepts as flowcharting and program 
structure help get the beginner started. 
Dr. Logan leads the programmer to think 
in terms of the special needs of the CPU. 
Finally, he discusses the integration of 
the Basic and machine code into one 
program. Demonstration programs illus- 
trate the whole process. 

The fifth part consists of appendixes. 
Complete listings of the more important 
8K ROM routines are given as well as the 
usual tables of machine code language 
instructions, decimal-hexadecimal conver- 
sions, and keycodes. 

Obviously, the book contains a great 
deal of information, and you would pro- 
bably want to keep it as a reference. 
However, the book can be made easier to 
use with three improvements. 

First, the book clearly needs an index 
and a revision of the physical arrangement 
of some of the contents. For example, the 
Z80 instructions set descriptions and the 
8K ROM examples are separated from 
the short programs illustrating their use. 
This forces the reader to flip back and 
forth between references. I spend a lot of 
time with my fingers stuck in several 
pages to keep track of the relevant subject 
references while trying to apply the infor- 
mation to a particular programming pro- 
blem. 

Second, since the 8K ROM is decimal 
oriented, the inclusion of decimal equiva- 
lents for the hexadecimal numbers would 
remove some frustration for the beginner. 
Granted that a book on machine language 
needs some hex code information and 
examples, but the extensive use of hexa- 
decimal leads to some problems. For 
example, the table of machine code 
instructions in Appendix ii is useless as a 
quick reference until the reader himself 
enters the decimal equivalents. 

Third, a more durable type of binding 
that will allow the book to lie open and 
flat so that the reader can use both hands 
to enter program listings is needed. The 
pages are starting to fall out of mine, and 
I will soon ring bind it myself. 

In spite of these three complaints, the 
fact that I have worn out Dr. Logan's 
book is an indication of how useful I have 
found it to be. The fact that I intend to 
repair it is an indication of how valuable I 
think it will continue to be. It contains a 
tremendous amount of information and is 
well worth the cost. Understanding Your 
7Х81 ROM would be a valuable addition 
to most ZX80/81 libraries, and for the 
serious programmer it should be high on 
the list. 


SYNC Magazine 


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Hardware Review 


Sinclair ZX Spectrum 
David Tebbutt 


Well, he's done it again, hasn't he? 
Uncle Clive has gone and shown the 
world how to produce a decent colour 
personal computer at the sort of price 
only he can conceive. Two versions of 
the Spectrum are available — 16k and 
48k at £125 and £175 respectively, 
including VAT. If you want to upgrade 
your 16k machine to 48k later on, it 
will cost you £60. At the moment, the 
machines are available only by mail 
order. The Spectrum (ZX Spectrum to 
be precise) offers colour, high resolu- 
tion graphics and sound and, at the 
price, it has just got to be the best 
value for money around. 

Like most computers at this level, 
the Spectrum plugs into the domestic 
television and uses a normal cassette 
recorder. The ZX printer can be 
attached and, with a little modification, 
ZX81 programs will run happily on the 
Spectrum. A £50 miniature disk drive 
(the ZX Microdrive), communications 
facilities and an RS232 interface will be 
announced later on. 


Hardware 

The Spectrum measures just 233x144x 
30mm and weighs in at 520 grams 
excluding the separate power supply 
and cables. It looks extremely elegant 
and, unlike its predecessors, it has keys 
that actually press down. 

You'll not be surprised to learn that 
there are hardly any components inside 
the machine: 14 chips, a UHF modula- 
tor, a piezo-electric ‘speaker’ and ап 
assortment of capacitors, resistors, 
diodes, crystals and a coil make up the 
complement. I swear that some of my 
crystal sets had more in them. All this 
is mounted on a single board and, 
looking underneath this production pro- 
totype, I notice that there’s not a single 
patch. The only odd thing about it is 
that there’s a big blob of green plasti- 
cine stuck around the coil. The coil on 
the review machine does whistle a bit 
but I understand that production 
machines come with suitably lacquered 
coils to eliminate this problem. 


Reprinted with permission of Personal Computer 
World, 14 Rathbone Place, London WIP IDE, 
England. 


30 


A hefty edge connector at the back 
brings out just about every signal you 
could wish to have. This is used for 
printers, communications and disk drive 
connections, Inside there are two spare 
sockets which accommodate each end 
of the 32k memory expansion board. 
This is a great improvement on the 
ZX81 memory expansion which tended 
to drop off the back of the machine at 
the least provocation. Taiking of sockets 
(well I was, just now), every chip except 
the ULA is socketed. The reason the 
ULA isn't is because it gets darned hot 
— putting it on the PCB allows the heat 
to dissipate better. 

The keyboard comprises a one-piece 
grey rubber moulding mounted over a 
pressure-sensitive membrane. The keys 
poke up through holes in a black metal 
plate and I must confess the feel is more 
that of a calculator than a typewriter. 
Most keytops have three symbols on 
them and, in addition, most of them 
have another two associated inscrip- 
tions printed on the metal surround. If 
you're anything like me you'll find 
yourself reading the whole keyboard 
each time you want to find a function. 
You do get used to it after a while: in 
my case it took a couple of days. I 
found that red symbols on grey keytops 
are quite difficult to read and, thinking 
my eyesight might be going, I showed 
the machine to a number of friends, all 
of whom had the same difficulty. I 
showed it to my 1l.year-old and һе 
thought it was just fine, though. 

A power supply is included in the 
price, so there's not a lot of point 
risking one of your own and blowing 
the Spectrum up. The two cassette leads 
terminate in 3.5mm jack plugs so be 
sure that they work with your recorder 
before you embark on any major pro- 
grams. It took me four or five tries 
before I found the right volume setting 
on my tape recorder. Once this was 
found, though, program loading presen- 
ted no problems. 

1 tried the Spectrum on three tele- 
visions and the results matched the 
quality of the sets used. The display 
comprises 24 lines of 32 characters with 
the bottom two lines reserved for 
messages and entries. The display can 


also be regarded as 176 x 256 resolution 
for graphies work. High resolution 
graphics work is best done in two 
colours as you will see in the Firmware 
section of this review. The screen, 
border and individual characters can 
each take on one of eight colours and, in 
addition to this, characters can be bright 
or flashing. Other screen attributes 
like inverse and overprinting relate to 
the whole screen. More on these later. 

The single channel BEEP facility 
is about what you'd expect from a 
piezo-electric speaker. It does sound 
slightly better amplified from the 
cassette port but it’s still pretty awful. 
A couple of octaves around middle 
C aren’t bad; but the other eight are 
best used for sound effects. At the hign 
end they warble and at the low end they 
grate — BEEP is a refreshingly honest 
description. 

Really, there’s not a lot more to say 
about the hardware. It is a very profes- 
sional job; looks smart, works well and 
manages to squeeze 191 legends on to 
just 40 keys! 


Firmware 
Here’s a new section for PCW Bench- 
tests. All the software on the review 
machine was in the ROM chip which 
also contained the character set. This 
time Sinclair has gone for a basic ASCII 
set (upper and lower case) with the 
addition of both built-in and user- 
defined graphics characters. Outside of 
the range SPACE to QUOTES (32 to 
126), many of the codes have special 
values relating to Spectrum keys and 
functions. For example, you’ll find a 
copyright symbol key. (Now why didn’t 
anyone else think of that?) You can 
define up to 21 characters of your own. 
Two screen tables are maintained in 
memory — one for the displayed charac- 
ters themselves and the other for the 
attributes which describe how they’re 
to be displayed. These attributes can be 
tested from within a Basic program. The 
character colour is referred to as INK 
while the background colour is called 
PAPER. Isn't that sensible? Each 
character can have its own value for 
INK, PAPER, FLASHING, BRIGHT- 
NESS, INVERSE and OVER. The last 
two should be explained: INVERSE 
simply means that the dots which form 
the character are printed in the PAPER 
colour while the PAPER is printed in 
the INK colour. OVER is special: it 
allows you to merge a new character 
with the one already at the screen posi- 
tion. The rules are that two INKs or two 
PAPERs print PAPER otherwise it 
prints INK. This means that you have a 
neat way of removing the last thing 


SYNC Magazine 


printed and restoring what was there 
before it. 

By now you have probably realised 
why it is best to stick to two colours 
when doing graphics work. Since the 
colour of the INK and PAPER relates to 
a whole character position, then each 
time a new colour graphics point is set, 
all other set points within the boundary 
of that character are set to the new 
colour. This makes for a very curious 
effect to say the least. 

Mathematical accuracy is to 92 
decimal digits and a fairly full range of 
mathematical functions is accessible 
from the keyboard. While on the sub- 
ject of keyboards, this one has a built-in 
software ‘click’, an upper-case lock key 
and automatically repeating keys. Like 
the ZX80 and ZX81 before it, the 
Spectrum makes great use of single 
stroke keyword entries. In fact, I think 
every standard function and command 
is obtainable in this way. You'll even 
find things like >= and <= occupying 
their own pieces of grey rubber. 


Basic 
The Spectrum comes with a very useful 
version of Basic. It will be quite familiar 
to anyone who is used to the Microsoft 
types of Basic and a doddle to learn for 
those new to the language. 

Rather than go through all the 
features and functions of the language, 
I have summarised them in a separate 


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box. Here, РП just comment on the 
unusual and interesting aspects of this 
particular implementation. Unlike some 
Basics, it is a teeny bit strict about 
things like using LET before assigning a 
value to a variable name or putting 
GOTO after a THEN. My view is that 
this is all jolly good discipline and it 
is more than compensated for by the 
fact that Spectrum pops in all those 
spaces which make programs so much 
easier to read. Of course, once you've 
found your way round the keyboard, 
the single stroke keyword entry is a 
joy. (Гуе got a feeling I said that in my 
last two ZX reviews.) 

SAVEing and LOADing cassette 
tapes gives plenty of scope on this 
machine. You can save a program nor- 
mally, you can save it so that execution 
starts automatically when it is reloaded, 
you can save arrays, you can save parti- 
cular chunks of memory and if you 
want to keep a pretty picture you've 
created then you can use the SCREEN$ 
option to save that too. All saved pro- 
grams can Бе verified after saving. The 
screen save can't be verified because the 
display is changed during the verify 
program and it would not then match 
that held on tape. The LOAD command 
can, of course, handle any tape created 
by SAVE. The MERGE command 
allows you to merge a program on tape 
with one already in memory. Program 
lines which are duplicated are over- 


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interleaved. 

The graphics facilities are great fun. 
You can draw straight lines, curves and 
circles on the 176x256 pixel (PICture 
ELement, or dot) window. Position 0,0 
is at the bottom left-hand corner of the 
screen. You can define up to 21 
graphics characters of your own which 
is a superb feature if you’re into writing 
your own Space Invader or Pack-Man 
games. I had a lot of fun drawing and 
animating little people on the screen. 
The nice thing is that you can do all 
this sort of thing without leaving 
Basic. A BIN (binary) notation has been 
introduced which allows you to define 
numbers as a series of Os and 1s — just 
the ticket for designing funny charac- 
ters. Each character comprises eight 
lines of eight points, so a succession of 
eight BIN numbers is all you need to 
define such a character. Another use for 
user-defined graphics is to squeeze some 
extra colours out of the machine. If you 
lay out the 64 pixels like a chess board 
and choose suitable INK and PAPER 
colours then you can get some interest- 
ing effects. Most of them will be awful 
but persevere — some will be good. 

You won’t be surprised to learn that 
line drawing and circle plotting are 
achieved using the DRAW and CIRCLE 
commands. A PLOT command allows 
you to plot single points. POINT 


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cular pixel is set. You always DRAW 
from where oe thinks you are on 
the screen. For example, a command 
DRAW 10,10,pi would draw a semi- 
circle ending up 10 places to the right 
and 10 above the current position. A 
fraction of pi would provide a different 
arc while zero, or no third argument 
(DRAW 10, 10) would draw a straight 
line. The curve can be drawn on either 
side of the centre line by making 
the third argument a positive or nega- 
tive number. 

The CIRCLE command uses three 
arguments: x-axis, y-axis and radius. 


Remember, the OVER command can be 
used to erase something already drawn. 
I used this feature in conjunction with 
DRAW, PLOT and CIRCLE to create 
cartoon effects. OVER is also useful for 
embedding text in a drawing. When set 
on, the text merges with the existing 
lines in the drawing. When set off it 
prints the full 8x8 character, completely 
replacing anything already displayed at 
that position. Incidentally, SCREEN$ 
can be used to return details of the 
contents of a character position. Used in 
conjunction with the PRINT AT 
command, this could be a good way of 


Spectrum Basic 


Functions 
ABS ACS AND ASN ATN ATTR BIN CHR$ CODE 
COS EXP FN IN INKEY$ INT LEN LN NOT 
OR PEEK PI POINT RND SCREEN$ SGN SIN SQR 
STR$ TAN USR VAL VALS 
Operations 
+ — * | => < <= >+ <> 
Statements 
BEEP DATA GO TO LOAD. ПАТА OVER RETURN 
BORDER DEF FN IF. .THEN LOAD. .CODE PAPER RUN 
BRIGHT DELETE INK LOAD. SCREEN$ PAUSE SAVE 
CAT DIM INPUT LPRINT PLOT SAVE. .LINE 
CIRCLE DRAW INVERSE MERGE POKE SAVE. ПАТА 
CLEAR ERASE LET MOVE PRINT SAVE. .CODE 
CLOSE FLASH LIST NEW RANDOMIZE SAVE. SCREENS 
CLS FOR. .TO. .STEP NEXT READ STOP 
CONTINUE FORMAT LLIST OPEN # REM VERIFY 
COPY GOSUB LOAD OUT RESTORE 

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making your program find a suitable 
place to print a sort of ‘label’ on a draw- 
ing. The AT allows you to define the 
row and column at which printing 
should start. 

A few instructions I particularly 
noticed as I went though the manual 
were READ, DATA, RESTORE and 
УАЗ. READ and DATA are old 
friends although I can't remember 
them being on previous ZX machines. 
Using the DATA command you can pro- 
vide lists of information at the begin- 
ning of a program, Each READ instruc- 
tion takes the next word from this list. 
RESTORE can be used to set the DATA 
pointer to any DATA statement. VAL$ 
baffles me — it strips the outside quotes 
from string expressions and returns the 
string value of the result. Perhaps some 
kind reader would care to suggest a 
worthwhile application for this feature. 

Now let's have a look at our honestly 
named friend, BEEP. There's not a lot 
to tell, really, except that you can 
control both pitch and duration. Notes 
below middle C are represented by nega- 
tive numbers, those above by positive. 
Twelve numbers make an octave. (If 
you look at a piano keyboard you'll 
find that there are seven white notes 
and five black notes per octave.) Middle 
C is zero. The duration is expressed in 
seconds or fractions of a second. As I 
mentioned earlier, the sound isn’t 
brilliant but it has the saving grace of 


An Essential addition to your 16K RAM 2X81 


TOOLKIT (written by Paul Holmes) 


Provides the following additional facilities:- 

Line renumber - you state starting number and increment 
value. 

GOTO's and GOSUB's included in line renumber 


Search and List - Searches for and lists every line 
containing specified character 

Search and replace - changes every occurance of a 
character as you require 

Free space - tells you how many free bytes you have left 


SPECIAL GRAPHICS ROUTINES 
Hyper graphics mode -graphics never seen on a 2Х81 


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Fill - fills your screen instantly with your ѕресі:.еа character 
Reverse - changes each character on your screen to 15 
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TAPE ROUTINE - provides a system WAIT condition 
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Onscreen/Offscreen turns your screen on or off. 
Background On/ Off Fills your screen by your 
specified character. When foreground is on existing 
information is unaffected and shapes will appear to 
pass in front of your background, without deleting it 
Search and Replace will search the screen for 
every occurrence of the character you specify and 
replace it with your new character. 

Square draws a square or rectangle from your 


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ОР. DOWN, LEFT, RIGHT - alter your next PRINT 


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Fill Fills any number of lines you specify, starting at 
any line you specify, by your chosen character 


Reverse Converts all characters to their inverse 


UPSCROLL, DOWNSCROLL, RIGHTSCROLL, 


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All these routines are in machine code for SUPER- 
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programmers TOOLKIT described above. 


ALL FOR ONLY $11.90 (£5.95) 


This includes a cassette with 2 copies of the 
program, 2 copies of a demonstration program, 
plus a comprehensive instruction booklet with 
examples. 


Editprint Moves next PRINT position to first edit line 


| ЕА INCLUSIVE AND ARE APPLICABLE РОВ EXPORT. INCLUDING AIRMAIL POSTAGE 
PAYMENT MAY ВЕ MADE IN STERLING ‘(MONEY ORDER AVAILABLE AT YOUR BANK! OR YOUR OWN U 5:5 CHEQUE 
A ABLE TO JRS SOFTWARE DESPATCH NORMALLY 7 DAYS FROM RECEIPT OF ORDER 


19 WAYSIDE AVENUE, WORTHING, SUSSEX. BN13 3JU Telephone: (0903) 65691 


SYNC Magazine 


34 


% Жж 


SEPTEMBER S FEATURE 
PRODUCT 


Quicksilva Sound Board 
4096 seperate tones on each of 3 channels 
Volume control of each channel 
White noise generator with pitch control 
Envelope shaping facilities 
Two 8 bit in/out ports 

aa keete а.о $49.50 


OTHER QUICKSILVA 
PRODUCTS 


QS Motherboard and QS Connector 
Allows use of RAM pack and up to 2 add-on 
boards. 
SV regulator cures overheating 
сори and Motherboard plug into back 
О 
Permits use of add-ons such as ©5 Sound 
Board, QS Hi-Res Graphics Controller, and 
QS Programmable Character Generator 
QS мощотроса ....._..... SS $27.75 
GS Connie. oie cae TL or eae $9.25 


QS Hi-Res Graphics Controller 
256 (horizontal) by 192 (vertical) 
Has 2K of ROM and 6K of RAM — fully buffered 
No software required 
Easily connected to QS Motherboard 
Ыз НЕКОЗ ВО o io ise hd us $159.95 


QS Programmable Character Generator 
Program up to 128 different characters at a 
time 
Characters are stored in 1K of RAM on the 
board 
Each character is built on an 8x8 square 
No charge is necessary to existing programs 
Operating cassette included 
БОГ а А $49.50 


QS 3K RAM Boards 
Gives total of 4K of RAM 
Does not suffer from “amnesia” and 
"shrinkage" 
xr into rear port of ZX or QS Motherboard 
QS 3K RAM $34.75 


Software 
QS Harmony 
А program designed to exploit the musical 
potential of the QS Sound board ..... $8.95 
QS Asteroids 


2Х-81 + 4K RAM minimum ............ $9 95 
QS Invaders 
ZX-81 + 8K RAM minimum ............ $9 95 


QS Defenders 
ZX-80 or 81 8K ROM + 4K RAM minimum$9 95 

АП QS software is recorded twice on quality 
cassettes 

All are written in machine code for fast 
moving graphics 

The programs have received very good ratings 


JP GIBBONS 


Personal Banking System 
Single key operation 
Search by check number, description or 
amount 
File can be displayed, printed, added to, 
cancelled or amended 
Validation of entries 
Requires 16K and cassette 
Personal Banking System ................ $19.95 


MELBOURNE HOUSE 


Not only 30 programs for 
The Sinclar ива nuo $14.95 
Machine language made simple ..... 19.95 
ZX81 ROM Disassembly Part A & B$1495 each 
(2 volumes) — Dr. Ian Logan 


Understanding Your ZX81 ROM ........ 19.95 
Dr. Ian Logan 
The Sinclair ZX81 basic course ........ 35.00 
Cassette Tapes 


ZX Chess — 16K ZX80-8K/ZX81 24.50 
10 Exciting Programs — 1K ZX81 1495 
Adventure A — 16K ZX80-8K/XZ81 19.50 
Adventure B — 16K ZX80-8K/ZX81 19.50 
Adventure C — 16K ZX80-8K/ZX81 19.50 
Spacetrek — 16K 2Х81 1495 
Directory/Record — 1K ZX80-8K/ZX81 1495 


with listing 

Reversi — 1K ZX80-8K/ZX81 1495 
Super Invasion — 1K ZX80-8K/ZX81 1495 
Wallbusters — 1K ZX80-8K/ZX81 1495 
ZX Galaxians — 16K ZX81 1495 


ZX Bug Utility Program — 16K 7Х81 2450 


If you are a producer of quality hardware or 
software for Sinclair products and are interested 
in having a US. or Westcoast organization 
marketing your products we would like to hear 
from you. 


NO HANDLING OR SHIPPING CHARGES. 
Washington residents add 6.5% sales tax. 


P.O. Box 2288, Redmond, Washington 98052 


being fairly quiet (ComputerTowns 
please note). You can pick this sound 
up from the cassette ports if you so 
wish. l'd say these facilities are more 
likely to be used for sound effects than 
composing symphines. 

That's really all I have to say about 
the Basic. It is a very good implementa- 
tion for a machine of this size. A 
PAINT instruction would have been 
nice to fill in graphics shapes, but I 
think it would look a bit weird in multi- 
colour mode with the colours changing 
at each character boundary. A routine 
to do this should be simple enough. I 
think the screen resolution is quite ade- 
quate for most personal users of the 
machine. In fact you can churn out 
some quite stunning effects using 
DRAW, PLOT, CIRCLE and the user- 
defined characters. 

Before moving on to documentation, 
here's a list of the disk commands just 
to whet your appetite: CAT, CLOSE, 
DELETE, ERASE, FORMAT, MOVE, 
OPEN. CAT is probably short for 
Catalogue which lists the files on a disk. 
MOVE probably copies a file from one 
place to another. The others are self- 
exaplanatory. 


Documentation 

Two manuals come with the Spectrum 
— a thin but useful introduction for the 
complete novice and a thicker one 
which explains things in depth. A lot 
of effort has been put into this latter 
manual. It is professionally presented 
and easy to read. Unfortunately, I was 
given a photocopy of the final proofs 
and it contained no index and no table 
of contents. I read the whole manual а 
couple of times before starting the 
review and I found it a real problem to 
find things that I knew were there 
somewhere. | must admit that the style 
wasn't to my liking; it's a little verbose 
and the individual chapters seem to lack 
structure. I also found the inevitable 
errors which might cause a beginner 


ZX 80/81 
16K RAM 


— — —— Plug in and Run — —— 


This RAM Memory Expansion 
has a reliable, proven connector 
and requires no additional power 
other than that supplied by 


the ZX 80/81. 


What about the '81? 


It was no secret that 'Uncle' Clive 
was going to launch a knockout micro 
— he's put a bomb under the industry 
twice already, producing machines 
which brought computing power with- 
in everybody's reach at prices which 
drastically undercut the competition. 


problems — things like a minus sign 
being printed instead of equals, for 
example. The manual certainly seems 
to cover everything, so if a table of 
contents and a comprehensive index are 
added you'll probably find it adequate. 
It's certainly an improvement on many 
manuals on the market. 


Potential use 

This is the first machine that I’ve 
reviewed since the Atari two summers 
ago that I would actually buy — in fact 
I will have probably ordered one by the 
time you read this. I would use it for 


Fully tested with a 90 day warranty. 


PROPOS TECHNOLOG 


36 


350 N. Lantana Ave., Suite 821 


A slightly upmarket (by Sinclair 
standards) machine offering colour 
and sound and reasonable graphics at 
a price far, far below that of any 
equivalent machine was a logical step 
to take, especially in view of Sinclair’s 
obvious annoyance at being left out of 
the BBC deal. 

What is interesting, though, is that 
the Spectrum does not replace the 
ZX81, as the 81 did the 80 — it’s an 
addition to the range and the ZX81 
will continue in production. In fact, 
production of the 81 is to be increa- 
sed to a target of 150,000 a month by 
the end of the year. 

‘The ZX81 will continue to be ideal 
for the person who wants the lowest 
possible entry cost into computing,’ 
says Sinclair. And to prove the point, 
he’s knocked £20 off the price of the 
16k RAM pack. | 

At the moment Spectrum is avail- 
able only by mail order and is only 
on sale in the UK — there are no plans 
yet to market it through retail outlets, 
as is done with the ZX81 through 
W H Smith, and export versions are 
not planned until the end of the year, 
with the USA being the first (and 
largest) market to get the new 
machine. 

Peter Rodwell 


fun, for fooling around with graphics 
and for programming in 280 code. I 
would treat it as a hobby machine, a 
way of relaxing. My children have 
already become very interested in the 
graphics capability and I see this as a 
way of giving them a real understanding 
of mathematics. A Logo system on this 
at the right price would go down an 
absolute treat — if anyone out there 
thinks of doing it, I'd love to review it. 
Of course, there are those who want 
to learn to write programs. Once again, 
this is an excellent machine to cut your 
teeth on. I think that schools and 


To Order: 


Send Check or M.O. 
$45.95 + $4.00 S & H 
or Phone: 805/482-3604 
Visa or M.C. 


Cal. Residents Add 6% Sales Tax. 


e Camarillo, CA 93010 


SYNC Magazine 


homes have got to be the prime targets 
for Spectrum at the moment. 

Later on when the disk drives appear, 
this may change. At a predicted £50 for 
a 100k drive, a lot of people who will 
have written the Spectrum off as a 
hobby machine will have to think again. 
Add to that a £20 combined RS232 
and communications facility, and you 
could be talking about some very 
interesting and fairly sophisticated net- 
works. At that stage, it becomes a very 
real prospect for schools looking for a 
fairly grown-up system, but one which 
can involve as many pupils as possible. 
At Sinclair's prices could we possibly 
be heading for the ‘one on every desk’ 
scenario painted by so many futurolo- 
gists? 

Until those disks arrive there is no 
great office potential for the Spectrum. 
Once they're on stream then it's pro- 
bably just a question of appropriate 
software. Information management and 
Visicalc-type applications would seem 
to be the most likely and, because of 
the price of the television, they will 
probably be used with portable black 
and white machines. No doubt the 
dedicated will take their Spectrums (or 
is it Spectri?) home to plug into the 
colour TV. Most people will probably 
wait until Sinclair announces a flat 
screen colour television. The network 
idea could then be useful in offices for 
things like telephone directories, notice- 
boards and memos. 


Prices (inc VAT) 


Conclusions 

Well, for the benefit of those who only 
read the first and last paragraphs of 
these reviews here are my conclusions: 
Clive Sinclair has produced a very good 
16k personal computer which offers 
colour, high resolution graphics and 
limited sound for just £125. That 
represents very good value for 
money provided that this is the sort of 
machine you want, It is ideal for people 
who want to learn about computing and 
have a lot of fun while they're doing it. 
Given the right sort of graphics-based 
educational software, it сап bring 
people very pleasurable ways of learning 
subjects such as mathematics and 
geography. Once the games programs 
start to appear, a lot of people will use 
it just for that, although it does seem a 
bit of a waste. 

Later on, the provision of disk drives 
and communications facilities will make 
it an even more serious contender for 
the school markets and it will begin to 
creep into businesses. When the flat 
screen television appears then I suspect 
that the business interest will rise 
because the price will be far more 
appropriate. Bulletin boards, memos, 
telephone directories, spreadsheet cal- 
culation and information management 
seem to be the most likely applications. 

The ‘proper’ keyboard is a distinct 
improvement on its predecessors, but it 
still doesn’t achieve — or try to achieve 
— the quality of an IBM. All the old 
regular Sinclair features are included — 
the single keyword entry and the auto- 
matic syntax checking as you enter each 
command, for example. 

My verdict? The best value for 
money you can find today! a" 
I would like to thank John Mathieson 
of Sinclair Research for so patiently 
answering my questions. 


Benchmark timings 


ВМ5 
ВМ6 


BM7 
BM8 


24.0 
55.3 


80.7 
25.3 


АП timings in seconds. 


Technical data 


16k Spectrum £125 
48k Spectrum £115 
32k Memory £60 
Microdrive disk (estimated) £50 
RS232 + Comms (estimated) £20 
ZX Printer £59.95 
BM1 4.8 BM3 21.1 
BM2 8.7 BM4 20.4 

CPU: 3.5 MHz Z80A 

Memory: 

Keyboard: 

Auto-repeat 

Screen: 

Cassette: Domestic recorder. 

Disk drives: 

Ports: 

Language: Basic in ROM 


July/August 1982 


16k Dynamic RAM, 16k ROM, 32k expansion option 
40 keys rubber moulding. 183 functions + 8 colour labels. 


Domestic colour television. 8 Colours or 6 grey shades. 


To be announced. 100k per drive. 
To be announced. RS232 & comms. 


Sinware's 


HOT Z 


HOT Z is a program designed to give you 
the control and understanding of your 
computer's soft side that you will need to 
get the most out of the new generation of 
ZX equipment. Use it to manage the con- 
tents of that 64K memory or to write I/O 
routines for peripherals. Use it to under- 
stand your ROM and get the best out of 
your hardware, or to learn machine pro- 
gramming, which is much less forbidding 
when you have the power of HOT Z's 40 
commands at your fingertips. 


HOT Z provides: 


Disassembly of Z80 code, floating- 
point code, CHR$ code, with named 
system variables and no warmed- 
over 8080 jingo. 


The ability to annotate your memory 
with hundreds or thousands of labels 
for better understanding of programs 
and files. Full set of HOT Z labels 
supplied. 


Easy cursor-guided entry of machine 
programs with instant disassembly of 
each step. 


Edit functions to insert, delete, trans- 
fer, clear, search, load or save blocks 
of memory. 


e Single or multi-stepping of programs 
anywhere in memory, even ROM or 
above 32K, with full display of regist- 
ers and flags. 


e Smooth fast 24-line displays at all 
times. 


Instant access to command prompt 
displays. 


e 50 pages of instruction and docu- 
mentation. 


е An expandible system: Assembler 
available soon. 


HOT Z shares memory space with BASIC 
programs, is stable, friendly, and re- 
freshes the flip-flops that other programs 
cannot reach. Special versions for 16K 
RAM, 32K + RAM, 2Х80 or 81. Specify. 
$19.95 ppd. 


SINWARE 
BOX 323, DIXON, NM 87527 


37 


8K ROM; 1K RAM 


Double Your Memory 


J. Wayne Schneider 


Ed. —A WORD OF CAUTION: Апу 
hardware project for your computer must 
be approached with extreme caution. 
SYNC cannot be responsible for any 
problem that may arise from attempting 
hardware projects. Obviously, any dam- 
age to your computer can be costly in 
time and money. 


The first few days of working (playing?) 
with a new Sinclair 2 Х81 are filled with 
anticipation, excitement, and, for the kit 
builder, triumph and pride. Seeing that 
little black K on the screen when the 
ZX81 is first powered up brings exclama- 
tions of joy from the new programmer 
and a questioning stare from uninitiated 
bystanders. Alas, all of this excitement 
soon dwindles into frustration with the 
first attempt to impress a sceptic viewer 
with a simple random graphics display. 
There is not enough RAM for even one 
full screen and a modest program. 

Do not despair! There is a reasonably 
quick and almost painless solution. 
Although the ZX81 was designed to be 
inexpensive, a foresighted designer has 
provided the circuitry to use a 2K x 8 bit 
static RAM on the circuit board. The 
whole process involves removing the two 
2114s at IC4a and IC4b, installing а 2K x 
8 RAM at ICA, and adding a jumper at 
L2. If you are lucky enough to have a 
ZX81 with a 4118 RAM, you will not 
even have to change IC sockets. Simply 
remove the 4118, install the 4802 in its 
place, and change the jumper at L1 to L2. 
One warning for those with factory built 
computers: performing the procedure 
described here will void your warranty. 


J. Wayne Schneider, 1601 South 450 West, Provo, 
UT 84601. 


38 


Preparations 

You will need a clean, dry workspace 
at least two by four feet. The area should 
be well-lighted and protected from solder 
drippings. An old bath towel spread over 
a table makes an excellent surface on 
which to work, but make sure it is an 
expendable towel before you burn a hole 
in it with a hot soldering iron. Further- 
more, it protects both the table and the 
ZX81. 

You will also need the following: 

1) A light, 15-25 watt soldering iron 
with a fine tip. 

2) Fine gauge rosin core solder. 

3) A pair of sharp wire cutters. 

4) A Phillips screwdriver with a no. 1 
point. 

5) A 2K x 8 static RAM. These are 
manufactured by several companies. 
Mostek’s 4802 is no longer being manu- 
factured, but it is still available from many 
electronics supply stores. Mitsubishi 
makes an equivalent part that costs less, 
number M58725P. Hitachi’s CMOS part, 
number 6116, which requires considerably 
less power, is your best bet if you are 
concerned about the ZX81 overheating. 
Others are the Toshiba 2016, the Fujitsu 
MB8128, and the NEC part 4016. 

If your ZX81 has the two ICs labeled 
uPD2114LC, you will need to buy a 24 
pin DIP socket for the new RAM or else 
two 12 pin SIP sockets. The DIP (dual 
inline pin), socket is structurally better, 
but the SIPs can be installed without 
removing the old 18 pin socket. You will 
need some solder wick to help with the 
desoldering of the old 18 pin DIP socket 
if you are going to add a 24 pin DIP 
socket. 

New rubber feet or glue will be needed 
when you reattach the rubber feet to the 
back cover of the ZX81. 


When you have all of the parts and 
about three hours to spare, you are ready 
to begin. 


Operations 

Get all of the parts and tools together. 
Disconnect the ZX81 from everything, 
especially from the power supply. Place 
it flat in front of you just as though you 
were going to type on it. 

1) Remove the back cover. 

Turn the ZX81 over so that it is posi- 
tioned as shown in Figure 1. There are 
five screws to remove. Only two of them 
are visible. The other three are under the 
rubber feet at positions 1, 4, and 5. 
Carefully remove the three rubber feet 
and save them for later. If you are lucky, 
the sticky will come with them, and they 
can be stuck to a piece of wax paper for 
installation later. Now remove all five 
screws. Notice that screws 4 and 5 are 
shorter. Set these in a safe place. Gently 
lift or pry the back cover off. It should 
come easily without forcing. 

2) Remove the printed circuit board. 

Remove the two screws that hold the 
printed circuit board in place. Note their 
exact position for reassembly. Very care- 
fully lift the circuit board and rotate it 
back towards you until it is face up. Be 
extra careful not to stress or crimp the 
flat tails connected to the keyboard. You 
may now disconnect the keyboard by 
pulling straight and steady on one tail at a 
time. Set aside the cover with the key- 
board attached. 

3) Remove the existing IK RAM. 

Turn the keyboard around 180 degrees 
so that the flat square metal heat sink is 
on the lower left as shown in Figure 2. 
Remove the two 18 pin ICs at IC4a and 
IC4b. These are the 2114 ІК x 4 Би 
RAMs. If your ZX81 does not have these 
two ICs, then it will have only one 24 pin 
IC at IC4. Remove this IC. It isa 4118 1K 
x 8 bit RAM. Save the RAM where it will 
not be subject to extreme temperatures 
or Static. 

4) Install the new IC sockets. 

If you are one of the lucky ones whose 
ZX81 came with a 4118 RAM, you can 
ignore this process. Otherwise, carry on. 
Place the new sockets in the lower 12 
holes on each side of location IC4. If the 
SIPs do not fit easily into the holes or if 
you are using a DIP socket, you will have 
to desolder and remove the 18 pin DIP 
socket. Now turn the board over and 
solder the new socket in place. (Caution: 
never bring a hot soldering iron close to a 
chip or any other component. Be sure 
that all the chips have been removed.) Be 
careful with the solder. Use enough to fill 
the hole but not so much that it runs 
down the pins and shorts something out. 
Turn the board back over. 


SYNC Magazine 


Figure 1: Bottom of the ZX81. 


Figure 2: Board Orientation and IC Location. 


(2) 


9 


bes cud 


EE 


Long screws 
| "n 
B 
———À "lg 
Sed 
Se 
Short screws ааа 


5) Install a jumper at L2. 

Those who have the 4118 RAM must 
first desolder the jumper at L1. Use a 
short piece of wire bent in a U shape to 
connect the solder pads at L2. Solder it in 
place. Be careful not to get too much 
solder. 

6) Install the new 2K RAM IC. 

Place the new 2K RAM ш the new 
socket. It should be oriented with pin 1 to 
the upper left. Finding pin 1 may be a 
problem. The IC will probably have a dot 
etched or molded into the top surface 
adjacent to pin 1. If you cannot find a 
dot, there will be a notch in the center of 
one end. The notch should face away 
from you. If you had a 4118 RAM, be 
sure you are installing into the lower 24 
holes. Nothing goes into the upper four 
holes. Push the socket into place. You 
may find it necessary to bend the pins 
inward to make it fit. After the IC is in 
place, inspect it to be sure that all the 
pins are in their holes and not bent 
underneath the IC. 

7) Reassemble the Z X61. 

Turn the printed circuit board 180 
degrees so that the square metal heat 
sink is at the upper right. Place the cover 


July/August 1982 


vm. c NEL 


beneath the circuit board. The keyboard 
tails should form a graceful loop back 
over the upper left corner and into their 
sockets. Be very careful when pushing 
these fragile tails into the sockets. If they 
are bent or torn, you will not have much 
success in getting the ZXS81 to work. 
Rotate the circuit board back into place 
in the cover. Check the keyboard tails for 
positon. Screw the board in place with 
two of the short screws at the positions 
you noted in step 2. Replace the cover 
and screw it down using the short screws 
at locations 4 and 5. Do not use the long 
screws in the wrong place. You could 
damage the keyboard. Glue the rubber 
feet into place. When you install the 
rubber feet, place them to the side of the 
screw holes, and you will never have to 
go through that misery again. 


Trouble 

Connect your ZX81 to your TV again 
and plug in the power. If it works, treat 
yourself. If not, check the solder joints. 
You may have to resolder them. Do not 
resolder with the IC in the socket. Check 
the IC for orientation. Be sure all of the 
pins are in the holes. Did you forget the 


Metal heat sink 


jumper? If the computer displays the 
inverse K but will not respond to the 
keyboard, check the tails. They should 
be seated straight in their sockets. The 
fault rarely lies within the RAM IC itself. 
However, that is a possibility. At that 
point you will need someone experienced 
in working with digital circuits to. help 
you solve the problem. 


Conclusion 
Now that you are up and running, try 
the following command: 

PRINT PEEK 16389*256-16384 
That should display 2048, which is the 
amount of memory you now have avail- 
able. A full screen requires 704 bytes of 
memory. The system variables require 125 
bytes. With 1K of RAM, you are left with 
195 bytes for a program. With 2K of RAM 
you are left with 1219 bytes; over six 
times as much program space. Of course, 
the ZX81 Basic does not really dedicate 
704 bytes of memory unless your program 
fills the thirty-second position of every 
line. That will rarely happen, but now 
you can enter a reasonably long program 
and still have a full screen display if you 
want it. 


39 


GAMES PALKS 


for 1K ZX81 в 8K ROM 7Х80. Eight 
fantastic programs for the 
unexpanded 2Х81, includin 
DIGICLOCK, 9-LIVES, REACTION TEST; 
GOBBLER and PATTERNS. 
$9.95 ($12.95 in Canada) 


for 16K ZX81. Four programs writ- 
ten in BASIC for the expanded 
ZX81. PONTOON, FRUIT 


MACHINE, OXO, and BIO— RHYTHMS. 
$9.95 ($12.95 in Canada) 


З 


for 16K ZX81 and ВК ROM 2Х80. 
Two programs for expanded ZX81 
to keep you entertained for hours! 
3-D OXO is written in machine code and is 
hard to beat. MARS RESCUE is a com- 
pulsive adventure game. 

$9.95 ($12.95 in Canada) 


for 16K ZX81. ZOMBIES — escape 
as they chase you around Zombie 
Island. Lure them into the pits, but 


4 


don't fall in yourself. MOUNT MAYHEM — 
can you reach the 20,000 foot summit? 
Look out for Yetis and other hazards! 
$9.95 ($12.95 in Canada) 


DICTATOR 


Fantastic new adventure game for 16K (or 
greater) ZX81. You have just become 129th 
ruler of Ritimba with a single goal in mind: 
take full advantage of the situation for 
your own good. You have to deal with a 
handful of factions: unruly army, 
downtrodden peasants — but you have 
the secret police on your side. 


$14.95 ($17.95 in Canada) 


Turn your ZX81 into a telescope with this 
amazing 16K program. Produces a simula- 
tion of the night sky as seen from any 
position on Earth at any chosen time this 
century. You may point your telescope in 
any direction, move it up, down, left or 
right, zoom in or out. Stars may be 
displayed by magnitude or constellation 
$14.95 ($19.95 in Canada) 


CHESS 


A challenging chess programme, written 
in machine language, designed to operate 
in the ZX81 fast mode. ZX Chess allows 
you to select from 6 levels of play, choose 
either black or white, and enables castlin 
and en passant moves. Unique ‘‘self- 
running” feature: you start the tape and 
when the chess board appears on the 
screen, start your game. 

fe, CHESS! NOW $42.95 


CONSTELLATION 


Machine Code Disassembler 


ZXAS Nasce 


Now you can use the full power of the Z80 
microprocessor without having to 
laboriously POKE in instruction codes. 
This full specification 280 assembler 
assembles all the standard Zilog 
mnemonics, which are simply written into 
REM statements (more than one per lineis 
allowed) within your BASIC program. 
When assembled, the assembly listings, 
together with assembled codes and 
adresses, are displayed on the screen. 
The assembled code is executed by USR. 
The program occupies 5K, is situated at 
the top of the memory, and is protected 
from overwriting. This means that ZXAS 
may be used in conjunction with ZXDB 
(see below), providing an extremely power- 
ful machine code system normally only 
found on very expensive computers. 

The program is available for both the ZX81 
and the 8K ROM ZX80, and in both cases, 
the 16K RAM pack is required. Despite the 
low price, ZXAS is. а FULL- 
SPECIFICATION assembler, and is a must 
for all serious ZX users. Full documenta- 
tion on how to use the assembler (in- 
cluding a list of the mnemonics) is sup- 

plied. 
59. 95 ($12.95 in Canada) 


ZXD Debugger 


The perfect complement to tne ZXAS 
assembler, ZXDB is a complete combined 
machine code disassembler and debugg- 
ing program. Like ZXAS, it is itself written 
in machine code for compactness, and 
may be used in conjunction with ZXAS, 
still leaving about 9K of memory for your 
Own program. 

Apart from the DIASSEMBLER, the pro- 
gram has features including SINGLE 
STEP, BLOCK SEARCH, TRANSFER AND 
FILL, HEX LOADER, REGISTER DISPLAY 
and more, all of which are executed by 
simple one key commands from the 
keyboard. All in all, an extremely powerful 
programming aid, well worth the money 
for the disassembler alone! 

$9.95 ($12.95 in Canada) 


STAR TREK 


The classic computer game in which you 
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Part 3 


Understanding Floating-Point 


Arithmetic 


In this article on floating-point arith- 
metic we will consider the algorithms that 
are used in the 8K ROM program to 
perform the operations of subtraction, 
addition, multiplication, and division. The 
8K ROM program has four separate 
subroutines for performing these arith- 
metic operations. The hex addresses of 
their entry points in the ВК ROM 
(improved) are: 

Subtraction: 174C 
Addition: 1755 
Multiplication: 17C6 
Division: 1882 

In each case the subroutine performs 
its operation on the top two floating-point 
numbers found on the "calculator stack," 
and returns the result as a single floating- 
point number that replaces the "lower" of 
the two operands. The pointer to the end 
of the calculator stack (STKEND) will 
point five locations lower after each 
operation in consequence. 

Now, before going into the details of 
these four subroutines, let me recap how 
a floating-point representation of a deci- 
mal number is produced. 

In the ZX80/81 system floating-point 
numbers occupy five bytes. The exponent 
takes one byte, and the mantissa, four. 

The first stage, therefore, is to consider 
your decimal number in E format. It is a 
convention that the mantissa has only a 
fractional part and thereby starts with a 
decimal point. To illustrate the process 
let us take the number 456. 

The decimal exponent will be +3, and 
the decimal mantissa will be .456. Note 
that the number is positive. 

Next the operations should be repeated 
in binary to obtain a "true" binary floating 
point. The binary representation of 456 is 
1 1100 1000. The exponent is +9 or 1001 
and the mantissa will be 1110 0100 O..... 


Dr. Ian S. Logan, 24, Nurses Lane, Skellingthorpe 
Linclon, LN6 OTT, U.K. 


July/August 1982 


lan S. Logan 


Now the exponent and mantissa can be 
made up to the correct size and expressed 
in hex as follows: 

Exponent: 09 (1 byte) 
Mantissa: E4 00 00 00 (4 bytes) 

To obtain the correct Sinclair repre- 
sentation there are two further conven- 
tions to follow: 

1) Add 128d (80h) to the exponent. 

2) Replace the first bit of the mantissa — 
it is always set! — with a zero if the number 
is positive. 

Hence, the final representation for 456 
will be: 

89 64 00 00 00 in hex, or 
137, 100, 0, 0, біп decimal. 

Now let us consider the actual sub- 

routines. 


Subtraction 

The subroutine that is uniquely used 
for the operation of subtraction is very 
short as the algorithm used is to change 
the sign of the subtrahend (the number 
being subtracted) and then to proceed 
with an addition. The actual steps are: 

1) Fetch the subtrahend and return if it 
has the value 0; i.e., 456 - 0 is always 456 
and the operation of subtracting a zero 
can be ignored in all cases. 

2) Fetch the first byte of the mantissa 
of the subtrahend and "flip" the sign 
bit—the first bit: 456-315 = 456 + (-315). 

3) Proceed to add the two numbers. 


Addition 

This subroutine is fairly complicated as 
it has to cater for simple additions of 
positive numbers whose results are 
“within range,” for additions with negative 
numbers, and for additions that go "out 
of range." 

The essential parts of the subroutine 
are, however, fairly easy to explain. The 
steps are: 

1) Fetch the augend (the first number 
of the addition). Reduce the exponent by 


80h, restore bit 1 of the mantissa if the 
number is positive and make a note of the 
sign of the number. The augend is now in 
a "true" floating-point form. 

2) Fetch the addend (the second num- 
ber of the addition) and produce its "true" 
floating point form. 

3) Compare the "true" exponents 
against each other and, if the addend is 
larger than the augend, switch over the 
numbers. I.e., when adding 456 + 38, the 
exponents in decimal are +3 and +2, so 
leave as is. But, when adding 38 + 456, 
switch over the numbers to make 456 + 
38. 

4) Find the “difference” between the 
exponents. This difference is the “amount 
of shift” that will be needed to “line up” 
the addend for the actual addition. This 
can be shown in decimal as follows: 

456 + 38 is (.456 E + 3) + (.38 E + 2) 
The difference in the exponents is +1, 
and the addend is shifted one place to the 
right to make the addition: 

(.456 E + 3) + (.038 E + 3) 
Now the true addition takes place 
between the mantissas, and the result is 
(456 + .038) Е + 3 = .494 E + 3 = 494 

5) Therefore shift the addend right- 
wards if needed and add the two numbers 
—the mantissas—together. 

6) Normalize the result if it is not 
normal. | 

In binary floating-point the above addi- 
tion of 456 + 38 becomes: 

456 is 137, 100, 0, 0, 0 
with a "true" form of 9, 228,0,0,0 
38 is 134, 24, 0, 0, 0 
with a "true" form of 6, 152, 0, 0, 0 
The augend is larger than the addend so 
the numbers do not need to be switched 
over, but there is a “difference” of +3, so 
the addend has to be shifted three places 
to the right to line it up with the augend. 
Thus 
456 stays as 9, 228, 0, 0, 0 
whilst 38 becomes 9, 19, 0,0,0 
The two mantissas can now be simply 
added together to give the result 
456 + 38 = 494 as 9, 247, 0, 0, 0 

This result does not change with nor- 
malization but with the exponent aug- 
mented and the sign byte entered it 
becomes finally: 

494 is 137, 119, 0, 0, 0 

Note that, when an addition involves 
negative numbers, the subroutine 2's 
complements the negative mantissas, and 
that, if the final result is to be negative, it 
too will need to be complemented before 
being placed on the "calculator stack." 


Multiplication 

The subroutine for multiplication is 
fairly straightforward. For two numbers 
in floating-point form to be multiplied 
together, the exponents are simply added, 
and the bytes of the "true" mantissa are 


43 


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multiplied together bit-by-bit. The man- 
tissas, being "fractional," when multiplied 
together, decrease in absolute magnitude 
and hence there is no danger of overflow. 
However, the addition of the exponents 
has to be checked for all the instances of 
“underflow” — reaching zero—and true 
numeric overflow. 

The actual steps of the subroutine are 
as follows: 

1) Fetch the multiplier (the first number 
of the multiplication) and return if it is 
already 0; if it is not, form the “true” 
mantissa. 

2) Fetch the multiplicand (the second 
number of the multiplication) and force 
the result to be 0 if it is already 0. If not, 
again form a “true” mantissa. 

3) Make available a set of registers to 
hold the result of the multiplication and 
set a counter to count the 32 times 
required for the multiplication of a pair 
of 32-bit mantissas. 

4) Perform the 32 operations that pro- 
duce the result. 

5) Add the exponents, check for 
“underflow” and “overflow,” and finally 
normalize the result. 

As before, the algorithm will now be 
illustrated with decimal numbers before a 
binary example is given. Consider the 
multiplication of 13 * 12 to give 156. When 
converted to normalized E format, the 
problem becomes 
(13Е+2)“ (.12 E+2) equals (.156 E+3) 

How is it done? Following step 3 above, 
the result is set to be 0, and a counter set 
for the number of digits in the mantissas— 
in this case, 2. Then the following looping 
is performed the specified number of 
times. 

The steps of the loop are: 

1) Shift the multiplier rightwards and 
note the carry. 

2) Increase the result by the product of 
the carry and the multiplicand. 

3) Decrease the result by shifting it one 
place to the right. 

Now let us look at the example values: 

1st loop 

1) .13 becomes .01 with a carry of 3. 

2) The result, presently 0.0, is increased 
by 3 * .12 to become .36. 

3) Decrease the result, by shifting right- 
ward, to make .036. 

2nd loop 

1) .01 becomes .00 with a carry of 1. 

2) The result, presently .036, is 
increased by 1 * .12 to become .156. 

3) Decrease the result, by shifting 
rightwards, to make .0156. 


This value of .0156 is the mantissa that 
goes with the exponent obtained by 
adding the “true” exponents, and the 
result is presently 0.156 E + 4 which 
upon normalization becomes .156 E + 3 
which is the expected result. 

In binary floating point 13 * 12 
becomes 
(132, 80, 0, 0, 0) * (132, 64, 0, 0, 0) 
with the result 156 being 136, 28, 0, 0, 0 

The “true” exponents of both 12 and 
13 are 4, and the first nibbles (the first 
four bits) of the “true” mantissas are 

13: the bits 1101 

12: the bits 1100 
In this example for simplicity the multi- 
plication will be made between two 4-bit 
mantissas to produce an 8-bit result. The 
full operation is 32 bits by 32 bits. 

Now let us consider the loops. 

Ist loop 

1) The multiplier, 1101, is shifted to the 
right to give 0110 and the carry equals 1. 
1. 

2) The result goes from 0000 to 1100 
and is itself shifted to give 0110. 

3) The end multiplier bit was set, so the 
present multiplicand was added to the 
result before it was shifted. 

2nd loop 

1) The multiplier goes from 0110 to 
0011. 

2) There is no addition of the multipli- 
cand, but the result is still shifted to give 
00110. 

3rd loop 

1) The multiplier goes from 0011 to 
0001. 

2) The result is increased by adding the 
multiplicand; 00110 becomes 11110. 

3) This is shifted to become 011110. 

4th loop 

1) The multiplier goes from 0001 to 
0000. 

2) The result goes from 011110 to 
1.00111. 

3) When shifted, it becomes 10011100 
(8 bits given). 

The exponents are now added and the 
5-byte "true" number is formed as 

8, 156, 0, 0, 0 
which, with the exponent augmented and 
the sign bit reset, is 

136, 28, 0, 0, 0 
and that is the floating-point representa- 
tion of 156. 


Division 

Of all the arithmetic subroutines, divi- 
sion is the most complicated and the least 
understood. It is particularly interesting 


SYNC Magazine 


to note that the Sinclair programmer 
himself has made a mistake in his pro- 
gramming (or has copied over someone 
else's mistake!) for 

PRINT PEEK 60352 (“unimproved” 
ROM, 6351) 
should give 218, not 225. 

To divide one number into another in 
floating-point form requires subtracting 
the exponents and dividing the mantissas 
bit-by-bit. Care must be taken to get the 
correct exponent for the result because 
there is a "borrow" to be taken into con- 
sideration. 

The actual steps of the subroutine are 
as follows: 

1) Fetch the divisor (the second number 
of the division) and give REPORT-6 if it 
is 0; otherwise, form the "true" floating- 
point form. 

2) Fetch the dividend (the first number 
of the division) and form its "true" 
floating-point form. A return is made if 
the dividend is 0 as there is no need to 
divide into 0. 

3) Set a counter to the number of bits 
in the mantissas. In the actual 8K ROM 
program the counter is used for 34 loops 
as extra accuracy is sought — but then lost 
because of the "programming error." 

4) Perform the looping operation. 

5) Subtract the exponents and adjust 
for the "borrow" before, finally, normal- 
izing the result as usual. 

As before, the operation will be illu- 
strated in decimal and binary arithmetic. 
Consider the division of 486 by 3 to give 
162 which, when converted to E format, 
is (.486 E + 3/(L3E t 1) = .162E +3 

So, the steps are: 

First, set a counter to 3 as there are 
three significant figures in the dividend. 
. Second, perform the following division 
loop three times: 

a) Subtract the divisor from the present 
dividend. If it does “ро,” count the times 
that it does and proceed. Else, restore the 
dividend and proceed with the count at 0. 

b) Rotate the "times count" leftwards 
into the result, initially 0. 

c) Shift the present dividend also left- 
wards and note carefully whether or not 
a carry is produced. If there is no carry, 
go to 1 on the next loop; but, if there is 
carry, then the divisor will definitely "go" 
into the dividend, and this is done directly 
before going to 2 for the next loop. 

Now let us see the example values. 

Ist loop 

1) .486 - .3 does go once, so make the 
subtraction to give a new dividend of .186 
and a "times count” of 1. 

2) Make the result 1. 

3) Shift the dividend leftwards and note 
that there is carry. 


July/August 1982 


2nd loop 


1) The divisor is now subtracted as 
many times as it will go; i.e., 1.86 — .3 
can be done 6 times and the dividend 
becomes .06. | 

2) The "times count" of 6 is rotated 
into the result which goes from 1 to 16. 

3) The dividend is now shifted left- 
wards, with .06 going to .6 with no carry. 
3rd loop 

1) The present dividend is divided by 
the divisor, giving a "times count" of 2. 

2) This “times count" is then rotated 
into the result which thereby goes from 
16 to 162. Strictly, this should now be 
read as .162. | 

The exponents of +3 and +1 can now 
be subtracted from each other to give 
t2, the "borrow" taken into consideration 
to make it +3, and the final result consid- 
ered as .162 Е + 3. 

Certain of the above mechanisms are 
difficult to explain in decimal arithmetic, 
but, by repeating the operation in binary 
floating-point arithmetic, I hope these 
points will become clear. 

In binary floating-point the operation 
is 486 / 3 or 

(137, 115, 0, 0, 0) / (130, 64, 0, 0, 0) 
with the result 162 being 136, 34, 0, 0, 0. 
The “true” exponent for 486 is 9 and for 3 
it is 2. In this case the division simplifies 
to .1111 0011 / .1100 0000 
and there will be eight loops to consider. 

Ist loop 

1) Trial subtract the divisor. It does go 
once so the dividend becomes .0011 
0011. 

2) The "times count" goes into the 
result to make it .0000 0001 and the 
dividend is rotated to give .0110 0110. 

2nd loop 

1) The subtraction does not go. 

2) So the result becomes .0000 0010 
and the dividend .1100 1100. 

3rd loop 

1) The subtraction goes, giving a divi- 
dend of .0000 1100. 

2) The result becomes .0000 0101 and 
the dividend is shifted to give .0001 1000. 

4th-6th loops 

1) On no loop does the subtraction 
"go." 

2) Hence the result becomes .0010 1000 
and the dividend is .1100 0000. 

7th loop 

1) The subtraction goes, leaving a 
dividend of 0. 


2) The result becomes .0101 0001. 

8th loop 

1) The result still has to be shifted, 
although the dividend has been 
exhausted. 

2) It becomes finally .1010 0010. 

The exponents are now subtracted: 9 - 
2 = 7. The ‘borrow” is considered to give 
a final exponent of 8 and this makes the 
result: 

“true”: 8, 162, 0,0,0 
in Sinclair form: 136, 34, 0, 0,0 
which is decimal 162. 

The reader is encouraged to try the 
operations for any other values. Further 
details of the arithmetic routines can be 
found in Sinclair ZX81 ROM Dis- 
assembly, Part B by Dr. Ian Logan and 
Dr. Frank O'Hara. (Ed.— This work is 
available from several sources. See the 
ads in this issue.) 


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45 


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for maintaining personnel 
files, catalogues, expense 
accounts, controlling sales 
leads and keeping accurate 
client records. At home, 

use for Christmas card 
lists, family health and 
dental records. Hard- 

ware required: 16K 


GULP-16K 

Everyone's favorite game of 
maze pursuit and counter- 
pursuit. Try to escape from 
the relentless ogre through 
five different maze formats. 
At the same time, accumu- 
late points as you gulp 
everything in your path. 
Quick reflexes a must! 
Hardware required: 16K 


ADVANCED MACHINE 
CODE MONITOR-16K 
Here is the tool to help you 
direct your machine through 
the forest of machine code 
and hexadecimal. Test 
machine-code instructions 
in operation. Examine the 
ROM and see how any 
BASIC statements you 
write are stored in the RAM. 
Comes with a detailed 

user manual. Hardware 
required: 16K 


CHESS-1K 

Displays board positions 
and keeps separate records 
of plays made. Hardware 
required: 1K - 


Conipléte the uo form below and mail to: You can pay by check, Visa or MasterCard. 
E меа Fill in your complete address in detail and 
ROAD include your zip code. Please allow six to eight 
в WAYLAND. | MASSACHUSETTS 01778 


weeks for printer delivery. 


QUANTITY ITEM ITEM PRICE TOTAL PAYMENT METHOD 
MW 100 PRINTER 119.95 [ | снеск ENCLOSED 
MW100 SHIPPING 4.95 L] visa 
PRINTER TOTAL | ] MASTERCARD 
MATRIX PLANNER 9. ACCOUNT NUMBER 
DATA BASE/FAST FILE 49. 

HE EXPIRATION DATE 
ADVANCED MONITOR 24.95 
PACE INTRUDE 11 

SOFTWARE SHIPPING 1.95 

URS RESPIR ies ei "LL. OR LUC ымы... eee аа 
TOTAL PRINTER AND SOFTWARE 


MASS. RES. 5% SALES TAX 


TOTAL 
SIGNATURE 
NAME (PLEASE PRINT) 


ADDRESS 


CITY STATE ZIP 


4K ROM; 16K RAM 
8K ROM; 16K RAM 


ZX Destroyer 


Raymond Fowkes 


ZX Destroyer is a fast moving action 
game which is written in a hybrid Basic/ 
machine language program to create a 
continuous, flicker free display. The 
machine language code routine is a care- 
fully synchronized program loop which 
controls the laser base, alien ship, and 
video display. The Basic section provides 
the initial set-up and ending. 


4K ROM Version 

Loading the Machine Code 

The machine code routine is placed in 
a REMark statement at the beginning of 
the program. Remember, whenever you 
are working with machine code, save 
frequently. It is hard to save too often! 

1) Type in the lines in Figure 1 very 
carefully. Just enter the numbers one after 
another. Do not enter the spaces; these 
are included only for your convenience. 
Note also that the O's in lines 1 and 2 are 
not zeros. It is suggested that you SAVE 
after entering each REM line. 

2) Type in the checker routine in Figure 

3) Press RUN and NEWLINE and wait 
for the results. 

4) Unless you are one of the lucky few, 
the computer will indicate a mistake in 
one of the four REM lines. If so, go back 
and recheck your entry. Correct the 
indicated line. Repeat this procedure until 
the result is "PROGRAM OK." SAVE 
the corrected version. You are now about 
90% sure that the machine code routine 
will run correctly. 


Raymond Fowkes, PO Box 336, СоаПпра, СА 


93210. 


48 


LASER 4 


5) Enter the lines in Figure 3 over the 
existing ones and RUN. The machine 
code program has now been processed 
and stored in line 1. Do not L/ST line l or 
press HOME! Doing so could crash the 
program and ruin all the work you have 
just done. SAVE. 

Entering the Basic Program 

1) Erase lines 2-120 by entering the line 
number and hitting NEWLINE. 

2) Enter the program in Figure 4 exactly 
as printed. This provides the set-up for 
the game. SAVE again. 

3) Press RUN and NEWLINE. 

4) In the center of your display you 
should see the alien space ship with the 
alien in the middle of his control dome. 
Two powerful rotating screens protect 
the bottom of the ship. You will also see 
the invader's laser moving back and forth 
underneath the ship. It will fire when your 
laser base comes into range. 

5) In the lower left corner of the display 
you will see a “$” which represents one of 
your laser bases. In the upper left corner 
the display will tell you how many func- 
tioning lasers you have. 

6) If the screen display does not match 
the description in 4) and 5) above, go 
back and check your Basic program or 
reenter your machine code routine. If 
neither of these works, wait for the next 
Glitchoidz report! 


8K ROM Version 

The 8K ROM version is very similar to 
the 4K ROM version and gives flicker 
free action in the FAST mode. 

Loading the Machine Code 

1) Load the the machine code in Figure 
6 as in step 1 in "Loading the Machine 


Code" above. This code is a modification 
of the 4K ROM version. Unlike the 4K 
machine the 8K machine allows you to 
LIST the REM lines without crashing the 
system. 

2) Enter the checker program in Figure 
7. RUN the program in FAST mode. 

3) After several seconds of processing, 
the computer will indicate à PROGRAM 
OK" or a mistake in one of the first four 
lines. If you have 2K RAM, editing 
requires a special process. First, LIST the 
line with the mistake. Then execute a 
CLEAR command and EDIT when the 
screen is cleared. You can then make the 
correction and return the line to the 
program by pressing NEWLINE. RUN 
again and make any further corrections 
needed until the result is "PROGRAM 
OK." 

4) Enter the lines in Figure 8 over the 
existing lines. SAVE. | 

5) RUN the program. When it is fin- 
ished, the machine code routine will be 
processed and stored in line 1. 

6) Delete lines 20-90 by entering the 
line numbers and NEWLINE. Then enter 
the lines in Figure 9. Line 10 causes CLS 
to fill the screen with spaces. If you have 
16K RAM, this is automatic, and you can 
use this line as a place for the program 
name. Lines 100-170 set up the display. 
Lines 180-200 reset the laser indicators 
and start the laser base at the lower left 
corner of the display. Lines 210 and 240 
should be entered only if your computer 
can run in the SLOW mode. 

7) Again SAVE. Then RUN. You 
should see the same screen display as 
above in the 4K version. 


SYNC Magazine 


Figure 1: 4K ROM Machine Code. 
1 REM G41 923 111 117 CY9 U2A $47 38р UTS FXV 


225 N59 
СМ 


FWV 22S NAA WYS 
22C F1C 94C P57 28D 
T1T 195 DQG 75Х BCM 55Ү 
QA43 500 YCS BAL ска 2582 
DEV -IYI SFU GOL- JET JMX 
S6D-UAJ STG- СУ ЗАК EO? 


MAA 9СМ 
1T9 


UAK 


Job FTL СИМО 
ETK QHR СЕ» K3Q 


CF5 729 A9C МАТ 3X3 CDT 


C44 


5HA 


121 
ASE 7EG 
SFC G37 LXG 


QS6 DUA ZFU K37 
38C. K63: X81 


CK3 08 


2 НЕМ FUL: САР 7WK ILE Url BLS 271. СОЗ ХМ? LEK 


48H UK1 IEB 
с62 MES H7L CGB 615 EZK 
978 VAK 1@H 789 127 2Х4 
ZHU K77 РОН АСТ 679 Х20 
2JI 41Q Моро ?ВЕ 
528 TIX ОКО 197. кота? 


31H А1С G36 


453 71 
жей» 
CXB 2с6 


КС? 
ACr 
IV1 


G 
NK 771 


KEH ACM 


672 HUC IBS 97N 
PHK 1CK 31r 
643 IEB 956 DUA 
101 QMF 012 015 
Ври ЭК! 111 9517 
бнс FÓL FU 


5. ВЕМ 211.116 411-114 арин 231 41071-2581 16 


152 
121 
1-72 
121 
141 
171 


612 478 
317.311 
111 17^ 
PPS 721 
179.176 
646: 112 


212. 116 
197 ir 
212 426 
716 576 
111. 287 


212 216 


612 
474 
526 
211 
113 
731 


225 4 7.1 51 
019: 460 351 
144 
ITE T73 
116-711 
118217 Би 


741 
741 
221 


412 12? 
144 741 
317-416 311 
1231-1227 94T 
139759415 11 
111 721 42 


211 
211 
515 


Ш AGN. 231 LBT- 112/112 211 212-512 761. 171.27? 


867 
212 
182 
211 
111 
631 


612 
111 
111 
(14 
433 
ы 


178 
111 
111 
рай 
111 
731 


rti 
521 
РЕ 
122 
611 
114 


292 291 
2515-24 9 
861 631 
872 113 
215 761 
651 121 


— Figure 2: 4K ROM Checker Program... 

10 LET БО 

20 FOR A=16426 TO 17419 

зо LET В-В+РЕЕК (а) -РЕЕК (А+ 1) 

40 ТЕ 4-166772 THEN IF NOT B=36 
© THEN GOTO 120 

SO IF @=16920 THEN IF NOT В=65 
THEN GOTO 120 

60 IF 217170 THEN IF NOT B=35 
9 THEN GOTO 120 

70 LET A=At1 

Во NEXT A 

90 IF NOT B=22 THEN GOTO 120 

100 PRINT “PROGRAM ОК" 


110 STOF 

120 PRINT "MISTAKE IN LINE#";A/ 
249-65 
July/August 1982 


Ter 116-271 
7563 1299 Iit 
72117 12 
211 21? 191 
Ova ag NE 
111 211 874 


10 


726) 


ЗО FOKE A, PEEK (В) +РЕЕК (+498) Ж 


22? 
192 199 
178.123 
193 331 112 
121-111 163 
147 416 22 


212 11 
ELI 


121 


га 


Figure 3. 
LET B=16427 
FOR 8-16427 ТО 16916 


359-1044 


40 
BO 
60) 
7Q 
во 
90 
100 
110 
120 


LET B-E-1 

IF B=16672 THEN LET B=B+4 
NEXT A 

PORE At3, 254 

FORE At2,2 

FOEKE At1,© 

FOKE A,118 

FORE 16403,2 

LIST 2 


____ Figure 4: 4K ROM Basic Ргоргат. о 

100 РОКЕ 16421,24 

110 FRINT "“LASER#S########WW " 

120 LET BS=CHRS (121) 

150 PRINT , "ЖЫНЫ"; Bo; вер HH" Е 
: 2-02: Sp ae 

140 FRINT 
р" 

150 PRINT ‚"#ЕЕ",""#####ЕКО" 

160 FRINT ,„обавеня"; CHRS (128); 
"онянен"; СНКЪ (156) 

170 LET Bt=CHR$ (120) 

180 FRINT ,EB$;"4S4443 48"; CHRE (154 
);"ESHHHHHQ" 

190 FRINT „РОЗ#Е#ЯЕ"; СНКЪ (154); 
CHR$(126);"HHHHHH'":ES$ 

200 FRINT ,"QHHHHHHODHHHHHUH "у БФ 
‚"Н#ННАРАЛАЛАЛААААААЛААААААЯААЯ", 
"#НННАААААААААААААААААВАЛААААА", 
210 FOR А=1 TO 14 

220 PRINT 

250 NEXT A 

240 FRINT 

290 Р ПЕ ЯЗЬ, О 

260 РОКЕ.16452,177 

270 FOKE 16457, 0 

280 RANDOMISE USR(164 439) 

200 INFUT At 

2410 Ci 

AGO RUN 


"ЕНЕ Въ, "HH" LES LU 


939 3 uN 


— — Figure 5: Sample Opening and Ending. 


159 
во PRINT 
AQ FRINT 
до FRINT 
во PRINT "SKILL: ##30=HEGINNER# 
TO 1=EXFERT" 
во INFUT я 
70 IF ій OR А>20 THEN GOTO 60 
go РОКЕ 16428, Å 
Жос Саб 
зоо IF РЕЕК(16427)-16 THEN GOTO 
240 
ath SOLS 
220 PRINT "YOU WERE DESTROYED" 
го GOTO 400 
240 INFUT ES 
ЖОО COLS 
A60 FRINT 
x" 
A70 PRINT 
380 ЕКІМТ 
SOD PRINT. 
TL 
400 FRINT 
410 FRINT 
420 FRINT 
420 
440 


4 NEN 


"ЖЯТМУРОЕК DESTROYED# 


"CRASH CURSOR" 
"WOULD BE FROUD OF YO 


"N/L TO FLAY AGAIN" 
INFUT BS 

IF E$-"" THEN RUN 

(or THEN RUN 90) 

Note: To make winning more difficult, 
add this and delete line 70 (to prevent 
memory overflow): 

210 FOR й=1 TO 52 
220 PRINT "++ ++ ++ ++“; 
235 FRINT 


49 


Figure 6: 8K ROM Machine Code. 


i REM G41nR82E111121?CYQU2BODUTZO 
эцрвтиузаазоәзимоиуззгомиаззми?з5сманяыу 
SHMRASCNSISAF #1 РТС х4асмеасе1се4 сЕ 
ST2S5DUHKITOETKOHRCFA4HKOGTITIGOSDG: 
гоъхвсмъзусез?гевнесматахзооптсхаао 
ЭЭССБХТСКЗ=42С 64 тузазверрт ни шкв?:: 
PPIYVviSUURCISGCTS3HXRSE7TEGKOXMKCKGE 
YSISODURJSTGGO74HRSFCGS3G7LXGCK30 

e REM SULICHG7UKIZUUPIK15271C 
G3GXUTICKS3IHRICGBO4SYUKTIIEBOSOT7T:! 
GTZYUCIBS77NGOZHMPSH7LCGBOISE?KCG 
SHNE27?7IPHKICKBIPO7RUSGKIQH7ROST27; 
x*SCKG2C6646 LEBOSSHUAZYUKS?7PSHACL 
CFSXVSCKC PEDUTESPOMFOLSOLSAUIXAAQHE 


27781741514121272114741274173173 
11121212162361144741211626212426 
31117417274111131741531161531171 
657?761157?721121?41111173121142211:5 
132111242172176141221116211177217 
ill73121221675111582176111117214 
38 REM 242143811121142112125127 
S1171272111586 7612324221178121116 
aa id2721211162121211176121211176 
22221111221 72111215351821118616312 
117211741201780173121142211111972 
11312721121211114:132111751111143 
32112611118?731182121211111531115 
31111565611217311112118741474165652 


Figure 7: 8K ROM Checker Program. 


58 LET В=@ 
ва FOR Я=16509 TO 17516 STEP 2 
те LET В=В+РЕЕК Аж (PEEK (8 +1) - 


ве LET C=(A-16507) 7126 

90 ir C=2 AND B«i»2435229 O 
AND B<>48894@ OR C=6 AND B 
ваз THEN GOTO 148 

ләә NEXT Я 

110 IF Б%>733561 THEN GOTO 148 
120 PRINT “PROGRAM OK" 

зе STOP 

1498 PRINT “MISTAKE IN LINE ";"i 
2 геза“ (C-1 TO с) 


Figure 8. 


78 FOR A=B TO 17885 К 
ва IF B-16768 THEN LET B-B46 
PORE Я.РЕЕК В+РЕЕК (R4504) 4 


18@ POKE 4.2132. 


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SPECIFICA TIONS 


Contact resistance: 200 Ф 1mA 
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Switch travel: .015 in. 


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Figure 9: 8K ROM Basic Program. 
ig РОКЕ 16389, 125 
CLS 


"ERASER 5"; тав 15; " E 
TAB 12;" "| T 
> г! [17 $ TAB 20; га ДЕ 


тав 18; 


Figure 10: Changes for Game Variations. 


TAB 9; "а": TAB 21;""4 To change: ак ROM Өк ROM 
Ага j Number of laser bases: 
TAR ON CN d + Change the number in line 110 100 
TAB з; "В =m Speed of alien’s laser: 
POKE a number from 1-30 into 16428 16515 
TAB а; "B аа, Speed of alien's screens: 
POKE another number into 168350 16919 
LAB T (It is 6 now; try 1 or 2) 
E eae Laser base graphic: 
РОКЕ new character code into 16621 16716 
165516.0 and into 16904 16993 
16519 ,223 Alien’s laser graphics 
156524,9 POKE new character code into 16527 16622 
әре RAND USRA 16525 
230 PRHUSE 99 
зае SLON щей: Variables. 
250 RUN Decimal Initial 
d: T 
The number or letter indicates the key mog z Boss iia P rus 
on which the graphic is found and the 16428 і 3 uii ы 
number in () gives the number of times to 16429 2 0 fea ааа tab 
press the key. 15430 3 8 gun vosition 
100 сал 15531 4 1 gun direction (1,-1) 
Тар еще (009 Xa {РУ X. 4 164 32 5 Yr base vosition 
120 3: 7; 7; 4 | 16439 6 0 laser position 
ISO 0 1v 27-4 16454 7 0 laser vosition 
140 T; space; aso 16435 8 0 "Shell" position 
190 7:05 то 15435 9 0 "shell" position 
160 Ур 3; К; У; В 14437 10 0 "shell" indicator 
170 5; Т; 4; 8; (24) А; (24) А 15438 11 6 rotate counter 


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54 


Label 
START 


DI St 


Variations 

Variations can be made in both ver- 
sions. Figure 10 summarizes some of the 
main possibilities. If you have extra RAM, 
you can add your own openings and 
endings such as suggested in Figure 5. 
Note that PEEK 16524=16 can indicate 
to a program that the invader was 
destroyed. 


British TV Differences 

Since the speed of British television 
receivers is different from that of U.S. 
receivers, some adjustment may be 
needed. If this adjustment cannot be 
made with the vertical hold, then some 
changes in the program need to be made 
to slow down. For the 8K ROM try POKE 
16538,79, and POKE 16556,79; for the 4K 
ROM, POKE 16455,80, and POKE 
16464,79. These will slow it down quite a 
bit, but other values may work better. 
(Ed.—SYNC would be interested in 
hearing from British readers concerning 
their experience with this problem.) 


Playing the Game 

The goal of the game is to blast through 
the bottom protective screens of the alien 
ship with your lasers and hit the alien (the 
left foot). This will destroy the alien and 
his ship. The game begins when you 
launch your attack on the alien ship from 
your laser base. Since both your laser and 
the alien's laser fire only on the perpen- 
dicular, you must get your base in position 
to hit the ship. To move your base, press 
the arrow keys: 5 for left, and 8 for right. 
To fire press 0 or 1. Your laser has an 
unlimited number of shots. The alien's 
laser has computer controlled accuracy 
and will destroy all five of your laser 
bases if you are not careful. So watch 
out! 

The game is over when you have 
destroyed the alien or when you have lost 
all your laser bases. When the game is 
over, you can play again by pressing 
NEWLINE. If not, press NEWLINE and 
BREAK and you will return to Basic. 
You can also BREAK at any time during 
the game. я 


Figure 12: 780 Instructions (4K ROM) 


Instruction Comment 
LD IX, 16527 


OUT (255),A display one frame 


LD A,72 
LD B,25 
LD HL,(15396) 
SET 7,H 
LD C, 32 
CALL 432 
LD A, 232 
INC в 

DZC AL 

LD С, 31 
CALL ^32 
LD A,127 
IN A,(254) 


set task Гог ЗпгАК key 
read keyboard 


RRA push break bit into сеггу 


SYNC Magazine 


index register points to variables 


Label 


MOVE 


CFGUN 


L333 


MORE 


Instruction 
RET NC 

LD А,231 

ІМ A,(254) 
2X AF,AF' 
LD*AS(IX*?) 
AND A 

JH М2, РІНЕ 
LD 93,95 

JR CPGUN 
DEC (IX*0) 
JR NZ,LEAF 
LD A, (LAFI) 
ІМС А 

LD (IX*-0),A 
гр C i159) 
LD z,(IX-) 
Ll 

LD HL,(15396) 
ADD HL,3C 
ір (HL),0 
ӘНАС 

LD Dj,E 

RL E 

ADD HL, DE 
LD A,C 

ADD A,E 

Гр (1543), А 
LD (BUY 2 
ADD BL,DE 
SLA Е 

SLA E 

ADD AL, JË 
DDA РР? 
INC A 

CF (HL) 

LD 3,4 

Ja Һ2,СРАУМ 
LD А, (1Х+4) 
NEG 

LD (1х+4),А 
To- DA 

EX AE, AE? 
LDS ҒА 

EX АГ, Аг" 
LD A, (1Х+3) 
BIT 4,C 

JR №,1555 
ADD A,12 
BY БҰТА О, 

JR NZ,MORE 
SUB 12 

ADD A,173 
CF (I A+5) 
JR NZ,"OVE 
Lt LES) „1 
LES 

LD Ls (1x43) 
ШОН 
ADD НГ, D. 
LD 8C,(16396) 
ADD KL, ЗС 
LD (16433),HL 
10 (#1.),2 
Бр: 3/29 

JR SHOOT 


LD ВЕ/ЗЗ 

LD HL, (16433) 
ADD HL, VE 
INC (1Х+2) 
SLT 7, (1Х+2) 
JR NZ,ENDF 
L5 4:13 
ОНИ, 

CP, CBL) 

LD (HL),2 


July/August 1982 


Comment 


return to BASIC if BHEAY pressed 


set mask for tor row 
read ke:vboar4 
Save in alternate rezister 


test laser indicator 


continue laser fire 


set syne loop 


decrement skill counter 
move laser zun if zero 


restore counter 


ВС holds relative gun роѕі+і сеп 


Е hodjkds-di*ectYon-(El.-o»-1) 


SL points to display fils 
допо зат гро Ели 
erase gun 

push sor ft. bit <0 

get D same sign as E 
restore зи 

HL holds new position 
put old rointer into А 
update A 

replace pointer 

put gun in new position 


move pointer 5 spaces 


load A with "nevline" 


compare with new location 
sync 

reverse direction if necessary 
zet olà direction 

negate it 

revlace it 

sync 

get keyboard readinz 

put into C 

save it 

get дип position 

test "left" key 

add 12 if "left" pressed 


test "right" key 
subtract 1? if "rizht" pressed 


add offset 

compare with base vosition 
begin laser if gun in vosition 
set laser indicator 


HL holds zun position 
move down one line 


BC points -to=di svlay 
adjust HL 

store in memory 

fill with laser character 


sync 


get old laser rosition 
move down one line 
ircrement indicator 

test bit 7 of indicator 
erase laser 1f set 

check for laser hit base 


sync 


fill with laser character 


MAKE YOUR SINCLAIR 
A PORTABLE COMPUTER SYSTEM 


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"| have nought numerous other items of software... Yours are 
excellent . . . They LOAD мей, have perfect instructions . . . 
the most user-friendly | have ever тег. (P.R. Notts) 

.. very pleased to find the program load first time and play а 
creditable version of Invaders . . Please supply MULTIGRAPHICS. ” 
(M.Z. Cumbria) 

“Enjoying ‘GAMES’ very much — ‘Letter Square’ is quite 
addictive.” (F.W. Manchester) 

"Many thanks for the Statistics programme. | am wed pleased 
with it.” (A.M. Herts) 


1K GRAPHICS (Kaleidoscope. Large Print, Medium Print, Draw s 
Picture). Manual only (contains accurate listings, notes, 
information and ideas) £4.50/$9 
Package of cassette and manuel...................... piede dr £6.00/$12 
1K GAMES (Duck Shoot, Moonlander, Hangman, Crossword, 
Letter Square). Cassette and instructions ; 

16K GALAXY INVADERS in machine code. Cassette and 
instructions / /6К RAM pack needed) £4.50/$9 
16K MULTIGRAPHICS — create drawings, advertising displays, 

etc. on screen. Displays can be saved on tape, printed on your ZX 
printer. Cassette and instructions/ /6K RAM pack needed)...£6.00/$12 
1K STATISTICS — cassette and instructions 4.50/89 


Prices include Air Mail. Send € ог $ check. 
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36 FERNWOOD, MARPLE BRIOGE 
STOCKPORT, CHESHIRE SK6 5BE U.K. 


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MAZOGS 


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GALAXIONS 
Features of an arcade game. Attacks-Defends and keeps per- 


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58 


STOCK MARKET 


PRICE 
ANALYSIS 


HELP! for the 


Small Investor 


Now SINCLAIR ZX-81 (16K) owners can do what the professional market traders 
do — use a computer to predict price direction. This program tracks up to six stocks, 
averages, Or commodities, and produces graphs and uses technical indicators to 
help you make trades. 


Technical analysis is based on two ideas: first, that the market, like the rest of 
human behavior, repeats itself; and second, that there are professionals and in- 
siders who know what the market is going to do before everyone else does, and who 
place trades in a way that is hardly noticeable. TECHNICAL ANALYSIS attempts to 
read the price action and volume figures to determine whether predicable patterns 
are developing, and what the professionals are doing. 


Professional traders have been using computers to make this kind of analysis for 
years, because the manipulation of the data is very complicated and time- 
consuming. With this program, you let the computer do the work, and its signals 
become a powerful investment tool. 


The program makes GRAPHS of the daily prices, of two moving averages, and of 
a volume indicator. A booklet that comes with the program helps you learn what to 
look for. 


The program does an ANALYSIS to signal trend-formation and tum-arounds. It 
gives a score for each indicator, and a total score, to help you see whether there is 
confirmation among the signals. 


USE THIS TO TRADE STOCKS, OPTIONS, AND THE NEW STOCK INDEX 
FUTURES!! 


This gives POWER TO THE SMALL INVESTOR! 
For program tape and booklet send $30.00 to: 


NOOTER STOCK PROGRAM 
320 East 25th Street 
New York, N.Y. 10010 


(N.Y. residents, add $2.48 sales tax.) 


ZX80/ZX81 Keyboard 


Full size 40 key keyboard. All symbols marked in two 
colours. Proper typewriter style keys. Old keyboard, 
RAM pack and printer still work. 

Kit £19.04 

Вин £21.65 


In/Out Port 


24 line—controlled in BASIC. Drive motors, printers 
etc. Input or Output. 


Kit £11.74 
Built £13.87 


Motherboard 


Drives RAM pack, printer and two other boards. 


Kit £14.95 
Вик £16.95 


Cash with order please. Postage (surface mail) £2.00 
per order. 


Also many other boards and connectors. Please send 
for free illustrated catalogue. 


REDDITCH ELECTRONICS 
21 Ferney Hill Avenue 
Redditch, Worcs. 

B97 4RU ENGLAND. 


Figure 12: Z80 Instructions (continued) 


Label 


MISSED 


REPLACE 


ENDF 


SHOOT 


BITE 


ВЕЗЕТ 


ВЕТМ 


AGAIN 


Instruction 

JR NZ,MISSED 
EXX 

LU (14+5),177 
LD 91,7 

LD ВС, (16395) 
ADD НГ, ВС 
DEC -( HL) 

LD А, 28 

СР (HL) 

ВЕТ 2 


LD HL,689 

ADD HL,BC 

LD (HL),13 
EXX 

LD в,4 

DJNZ -2 

LD A,14 

CF (IX*2) 

LD 3,20 

JH NZ,REPLACE 
LD (IX*2),128 
LD HL, (16433) 
LD DE,-396 
ADD HL,DE 

LD B, 31 

LD (HL),0 

LD (16433),HL 
JH SHOOT 


LD (HL),0 

LD A,(141) 

LD B,35 

СР (1Х+2) 

JR NZ, REPLACE 
LD B,35 

LD (IX+2),0 


DJNZ -2 
XOR A 

CP (14+10) 
JH Z,READ 


LD HL, (16435) 


LD (HL),0 

LD DE,-33 

ADD НЫ, ОЕ 

ГОА, 2 

LD B,28 

СЕ (HL) 

JR Z,RZSET 


LD (16435),HL 
INC (IX*10) 
LD A,8 

10 B,22 

Cr (HL) 

JR 2,ЗЕТМ 
JR C,BITE 
LD A,16 

LD B,20 

СР (14+10) 
JR Z,RESET 
LD A,13 

LD B,19 

CF (IX*10) 
Ja C,ROTATE 
LD (3L),6 
ED-B,17 

J? НОТАТЕ 


LD (HL),0 
LD (14+10),0 
JR ROTATE 


LD (HL),0 


Comment 


Save the registers 
replace laser base at left 


HL voints to (D-FIL=)+7 
one les: laser base 
check for "zero" 


return to BASIC if zero 


point to bottom left of screen 


fill with base character 
restore registers 

sync 

timing loop 

check for laser at bottom 


sync 


indicate laser ending 
get old laser pointer 
move up 13 lines 


sync 
erase top of "laser beam" 
update pointer 


continue erasing laser 
check for laser fully erased 
sync 


sync 


timing loop 
zero A 
compare shell indicator 


HL holds shell -cointer 
erase shell 


move unr one line 


check for laser hit shell 


sync 


update pointer 

increment counter 

check for shell nit alien 
sync 


if shell hit alien 

1f shell hit shir 
check for shell at ton 
sync 


don't show shell if 3 below top 
(so shell isn't carried away 
by rotation at bottom of ship) 


fill new shell location 


take chunk out of ship 


reset indicator 


loop 80 times 
ОЕ=-2 
erase а character 


SYNC Magazine 


Label 


READ 


SAVE 


ROTATE 


SLIDE 


RIGHT 


Instruction 


ADD HL,DE 
DJNZ AGAIN 
НЕТ 


EX AF,AF' 
3IT 0,А 

LD в, 34 

JR NZ,SAVE 
LD (IA+10) ,1 
LD L, (IX+5) 
LH a 

LD DE,-33 
ADD HL, DE 
LD ВС, (16396) 
ADD НГ, ВС 


LD (16435), Н 


LD (HL),6 
LD 8,24 
EX AF,AF' 


DJNZ -2 

DEC (IA+11) 
LD 8,95 

JR NZ,SLIDE 
LD (IX*11),6 
LD AL, (16396) 
LD Dz,198 
ADD HL, DE 


LD A, (HL) 
LD D,d 

LD EE 
INC HL 

LD HO. 73 
LDIR 

LD (D*),A 
LD DE, 32 
ADD HL,DE 
LD A, (HL) 
LD D,H 

Тр В 
DZC HL 

Ер 9323 
горе 

LD (OE),A 
LD 3,10 


DJNZ -2 

LD Е, (14+5) 
КЕТЕР» 

LD HL, (16396) 
ADD dL, DE 
LD (HL),0 
LD D&,O 

EX AF,AF® 
ВІТ Ч,А 

JR №, ВІСНТ 
DEC DE 

BIT 2,A 

Ja NZ,LEFT 
INC DE 

ADD HL, DE 
XOR A 

OR (HL) 

LD B,19 

JR Z,MERGE 
SBC HL,DE 
LD 3,17 

LD E,0 

LD (HL) ,13 
DJNZ -2 

LD А,(ЇХ+5) 
ADD A,E 

LD (IX*5),A 
JP DISP 


July/August 1982 


Comment 


move left 2 spaces 
do again for exploding effect 
return to BASIC 


get keyboard reading 
test "fire" key 


sync 


set shell indicator 
HL holds relative base position 


move up one line 


BC points to display file 
adjust HL 

update pointer 

fill with shell character 
sync 


replace keyboard reading 


syncronization loop 
decrenent rotate counter 


sync 


restore rotate counter 


point to display file 


HL points to top left of bottom 


of ship 


save first character 


DE=HL 
HL=DE+1 
shift 23 spaces 


replace first character at right 


move to bottom right 


save last character 


DE=HL 
HL-DzÉ-1 


shift 23 spaces 


reolace last character at left 


sync 


timing loop 


HL holds base position 
erase base 

zero DE 

get keyboard reading 
testi. Ser t hi key 


DE--1 if "left" pressed 


test “right” key 


DESO or 1 1f "right" pressed 
move right or left 

Zero A 

test for space and reset carry 


sync 


move back 

sync 

Zero addend 
replace laser base 
timing loop 

get old pointer 
update, 

and replace 


jump back to beginning 


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Oak Harbor, WA 98277 
— Distributors Wanted — 


Ора. 
VD board 


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ZX-80,81 
16K RAM 


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Programmable 8255 P.I.A. can 
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vectored priority interrupts. 
Use it with A/D converters, 
serial I/O port chips, relays, 
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Play chimes with different tunes 
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8080 M/L programs, TRS-80 
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8255 РТА. 
Basic 8255 board $50 


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Professional Electronics 
109 CHESNEY LN. COLUMBIA S.C. 29209 


ZX81 Software: Plotter 1 — A sophisticated routine 
that plots and graphs any function. 
(16K) $9.99 (U.S.) 
Two Handed Euchre—Challenge the computer in this 
entertaining and skillful game. (64K) $14.99 (U.S.) 
J.C. Software 
28 Shipley Rd. 
Weston, Ontario, Canada. 
M9R-3H8 


EDUCATIONAL SOFTWARE (ZX 81, 16K) on cas- 
sette. MATHS for 14-17 year olds (3 full pro- 
grams). MATHS and ENGLISH for 8-13 year olds: 
4 cassettes, 6 programs per cassette, each with 
jackpot game plus certificate. $9.50 per cassette 
plus $4.00 total for mailing. ROSE CASSETTES, 
148 Widney Lane, Solihull, West Midlands B91 
3LH. England. 


ZX-81/1K 
LISTINGS OF 5 GAMES — $2.00 


Z—GAMES 
P.O. Box 367 
Ringoes, N.J. 

08551 


RAM EXPANSION 


ADD ON RAM FOR ZX80; 2K INCREMENTS UP ТО 
16K. COMPLETE SCHEMATIC. PARTS LIST. 
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SASE TO 
DENNIS WEBER. BOX 742 

TROUTMAN. М.С 28166 


60 


4K ROM; 1K RAM 


Galaxy 
Invaders 
Phil Gervais 


In Galaxy Invaders you are under 
attack by a fleet of enemy spacecraft 
which you must destroy before they 
destroy you. This game uses the ZX80's 
IK RAM, graphics, and screen blackout 
characteristics to produce an arcade type 
game. The program (see Listing 1) is fairly 
simple, but it employs techniques which 
are used in the popular arcade games: 1) 
insufficient information (you know they 
are coming, but you do not know when); 
2) the ability to play all day (if you are 
good enough); and 3) a running point 
total (for self-satisfaction). 

A typical game goes like this: First, the 
title block appears. You climb aboard 
one of the three attack ships in your 
squadron, prepare yourself for the worst, 
hit NEWLINE, and blast off into space. 
Suddenly, you see the enemy ships 
approaching! You immediately hit your 
firing button (NEWLINE) as quickly as 
possible. The enemy craft disappear 
quickly, but not before you hit one of 
their small reconnaissance ships with a 
deadly phaser. Your onboard computer 
evaluates your shot. Each ship you hit is 
worth either one or two points. Since 
your objective is to destroy as many ships 
as possible, a high point total is the 
measure of a successful mission. Your 
new point total is displayed along with 
the number of ships you have hit. NEW- 
LINE returns you to outer space for the 
next round of the battle. 

We must note some of the features of 
the equipment that shape the battle strat- 
egy. Both squadrons are equipped with 
advanced radar firing which insures pin- 
point accuracy. However, the enemy's 
phasers are capable of jamming your 
detection gear and vice versa. This insures 
your accuracy and disrupts the enemy's 
firing. 

The scores in this game generally range 
from 50 to 100. If you get over 150, you 
rank among the best space pilots in the 
galaxy. However, if you do not seem able 
to win a battle, you will have to have your 
engineers redesign the capability of your 
attack ships by increasing the value of C 
in lines 80-90 by 20 or more. 

For those who have more than 1K 
RAM the step in Listing 2 gives a bonus 
ship at 250 points. 

May the luck of the galaxy warriors be 
with you! a” 


Phil M. Gervais, 714 5th Ave. South, Clinton, IA 
52732: 


Listing 1: Galaxy Invaders; 4K КОМ, ІК RAM. 


2 RANDOMISE 

4 CLS 

6 LET F=0 

8 LET 7-3 

10 PRINT ,"GALAXY INVADERS" 

12 GO SUB 76 

14 CLS 

16 FOR 1=1 TO 2OxRND (100) 

18 NEXT I 

20 РОКЕ 16414,0 

22 РОКЕ 16415,0 

24 GO SUR 70 

26 LET А=РЕЕК (16414) 

28 LET В=РЕЕК (16415) 

30 LET C=256*x8+A-4 

52 CLS 

34 IF C«8 THEN GO TO 62 

26 IF C<9 THEN GO TO 94 

58 IF C413 THEN GO ТО 97 

40 PRINT "YOU WERE HIT BY FHAS 
ER" 

42 LET Z=Z-1 

44 IF МОТ 7-і THEN FRINT 7; "#5 
HIPS LEFT" 

46 IF 7-і THEN РКІМТ 7; "#5НТРЯ 
LEFT" 

48 IF NOT Z=0 THEN GO TO 101 

50 FRINT “POINTS ACCUMULATED: # 
EE 

52 FRINT "START OVER ІМ NEW GA 
LAXY?" 

54 INFUT WS 

56 IF CODE (ИФ) =62 THEN RUN 

S8 CLS 

60 БТОР 

62 PRINT "DESTROYED ENTIRE FLE 


64 FRINT "GOOD WORK." 
66 LET F=F+4+RND (5) 
68 GO TO 99 
70 CLS 
2 FRINT , "SHOOT NOW" 
74 PRINT ,"лшшшчйшшш" 
76 PRINT 
78 FRINT 
go PRINT,,"SD" 
2 FRINT 
84 PRINT, "#8" 
86 FRINT, "TAAAT" 
88 PRINT, "“#G#G",,"SD" 
90 FRINT 
91 PRINT "SD" 
2 INFUT WS 
93 RETURN 
94 FRINT "DESTROYED SMALL GROU 


95 LET Р=Р+2+КМО (2) 
96 GO TO 99 
97 PRINT "DESTROYED 1 SMALL CR 


98 LET F=F+RND (2) 

99 PRINT "POINTS: #",F 
101 INPUT W$ 

102 GO TO 14 


Listing 2: Bonus Ship; 4K ROM, over 1K RAM. 


$ LET Хо 
100 IF Р>249 AND X=0 THEN GO S 
ЧЕ 104 
104 PRINT "жж BONUS SHIP xx" 
106 LET Z=Z+1 
108 LET X=1 
110 RETURN di 7 


SYNC Magazine 


8K ROM; 1K RAM 


Micro Invaders cyril в. smith 


18 LET G=@ 

15 LET G=G+5 реа 
28 LET B-15 The invaders come swooping in from 
5а БЕТ га, пие space in formations of five space 

— t - 
28 Сото Ge ships. S mes can са ORAE P 
| 52 LET мама —— | times, and they can hide behind eac 
In Micro Invaders, a space fantasy 55 ТР маб THEN GOTO 15 other. Hitting one ship results in a forma- 
i " 65 LET c=e tion rearrangement and a delay in renew- 
S жула ыл ы toa JE BORE тывы. COTS: адв ing the aiek 

inclair, the Earth is under attack by a 25 LET HIM) SINT iRNDx1827), ч а: Ace 
fleet of Micro Invaders from outer space. 28 н хт M сы ап the ships of the formation are 
You are in charge of a mobile inter- ima BOR NER ON n vues destroyed before they reach you, you are 
cepter launcher defending the Earth. ies те ASL AND B=AtH) THEN coro assigned a new formation to deal with. 
Intelligence has reported that the invad- 119 NEXT МН _ Ө The number of craft destroyed is shown 
115 IF INKEY$-' 9 THEN LET C=1 jn the lower right of the display. The 


ing ships can be destroyed only by hitting іра IF C-1 THEN GoTo 140 өрк 
them just inside the left landing leg. This 1189 IF INKEY$-"S" THEN LET B-P- game is over if your launcher is hit by the 


1 
. . . . . —_ tt ee i к ae -=S+ 
requires pinpoint aiming. You control ine IF INKEY$="9" THEN LET: B invaders. 


1 ; : 
your launcher movement with the arrow 128 80104145, Since the program is quite full, more 
keys using 5 for left and 8 for right. You тас PRINT RT ВВ В ecco memory would be needed to add anything 
launch your intercepters by pressing the 155 IF Ast THEN LET я-ге unless the efficiency of the program can 

158 PAUSE 25 bas d 
zero key. 165 CLS e improved. 
аа Program notes: 
Cyril B. Smith, 4737 Shadowglen Dr., Colorado 252 SOLET Ar 21,280;G-N;" INVACE Line 100: graphics on T and Y. 
Springs, CO 80907. Sad: Line 145: graphics on Q and 4. Fa 


CHAIN ID EAT iH JE: 


: "a 3 erra qu ғы. 
yes 


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62 


8K ROM; IK RAM 


Comet 
Crusher 


Chuck Dawson 


FLASH!!! Astronomers have spotted a 
hitherto unknown comet a million kilo- 
meters from the earth. Calculations indi- 
cate that it will collide with the Earth's 
atmosphere at a shallow angle and will 
probably break up into many pieces. Each 
of these pieces could destroy a city. Top 
scientists have advised placing special 
Comet Crusher missiles at strategic loca- 
tions around the world with the hope of 
blasting the comet fragments into dust 
before they can hit any of the populated 
areas. 

Leaders of countries around the world 
have issued an urgent call for volunteers 
to man the Comet Crusher missile batter- 
ies. Those who apply must have a keen 
sense of timing and iron nerves, because 
millions of people will be depending on 
them. Physical strength is not required, 
for one need only push the launch button 
to place the missile close to the fragment 
as it streaks overhead. 

As a successful applicant you have been 
assigned to one of the launch sites with 
the following instructions: 

1) Check your ZX81 computer. If it 
has over 1K RAM, enter the program in 
Listing 1. Note the following lines: 

30 graphics on 3, 8, T, 4 

50 graphics on S 

110 leave 17 spaces inside the 

140 graphics on 3, 8, T, 4, and 
asterisk. 


66 99 


Chuck Dawson, 
76118. 


6520 Victoria, Fort Worth, TX 


2) If your computer has 1K RAM, enter 
the program in Listing 2. Note the follow- 
ing line: 

2 graphics on D. 

3) If your computer is a ZX80 with 8K 

ROM, add these lines to Listing 1: 
85 PAUSE 45 
86 POKE 16437,255 

4) After entering your program, SAVE 
it before you run it. 

5) Hit SLOW and ENTER; then hit 
RUN and ENTER. 

6) After your viewing screen is func- 
tioning, you are ready to launch your 
pulverizing missiles against the assigned 
fragments. To fire press F. 

7) Hits are recorded and reported to 
the coordinating computer to make sure 
that no fragments will slip through the 
world-wide network. "ы 


Listing 1: Comet Crusher (8K ROM; over 1K 


RAM). 


REM “COMET CRUSHER“ TO SAVE 
вото" същи 


1.3-- „АР 


25. LET Х=@ 
a"; TAB 19;" 


"PRESS FTO F 


ЕЕ 1 
" THEN LET A=1 


Ub. за 
155 IF а-ә THEN GOTO se 
130 LET H=H-2 
148 PRINT AT н.1е: ron 49: 
“: ТАВ 297 4%” став io? “TRAB 19 


3 AND нха AND H-O THE 


3 
ісі THEN SOTO 2 
4; 


1? THEN GOTO БӨ 
ве 


INT ат 3.333" 
FAUSE zen 


СМЕТ CRUSHER™ 


Listing 2: Comet Crusher (8K ROM; 1K RAM). 


SRINT AT 20,19; “wee” 
LET xzü 
Я=@ 


IF INKEYS="F° THEN LET Hz1 
PLOT х. 

LiNPLOT X.Y 

LET X= ж+а 

LET Y=Y+RND#e-1 

IF МОТ A THEN GoTo 14 
UNPLOT 40, I-2 

PLOT 40. Ізі 

IF K=4@ AND Y»I-2 AND У‹т+= 


+ 
n OI АЙЫЛ CTI P3 TUE es менн 


QUA GS IR OLG (Л 69 (Л бу 0) O1 TO П) O1 P П) 


PR INT 


SYNC Magazine 


You are the pilot of a space ferry going 
back and forth through the asteroid belt. 
This calls for highly skilled navigation to 
avoid hitting or being hit by the asteroids. 

The asteroids are represented in your 
navigation tank by the O's, and the posi- 
tion of your ferry is indicated by the 
asterisk. You control your movement by 
the arrow keys 5 and 8. 

If your ferry and an asteroid collide, 
the asterisk becomes inverse. Then you 
must get another ship. You build your 
piloting credentials by recording how 
many times you have successfully crossed 
and recrossed the belt. In 1K the com- 
puter cannot keep the count for you. 


M. Hampson, 7 Hereford Dr., Clitheroe, Lancs 
BB7 1JP, U.K. 


Reprinted with permission from The Ultimate 
Magazine. 


Listing 1. 


T REM 1121211131211121111111211111 
111111111222222220e22020200D00222 
еггегегегеззззззззосзззззззззззз 
3333333334444444441444444444444а4 
44444444455 555555555555555555555 
5555555556БББББЕБЕББЕБВБЕББЕБЕБвЕ. 
560566665777 7??? 7??? ? 7??? 2? ??????т- 
TPTT?T?T?77 


19 FOR #=16544 То 16736 


28 INPUT X ғ 
за PRINT (STR$ (xX-1800)50) i2 ТЗ 
EN ҚТА 
4& PORE Z.X 
58 NEXT Z 
Listing 2. 


005,016,12927,014,000,22025,245,002, 
862,808 ,215,193,197,814,916,205. 
245,0058,062,002,215,12323,015,234, 
oei4,016,1297,006,000,205,245,005. 
262,000,215,193.,127,9G06,0165,205, 
245,003. 062, 003,215, 193,013,121, 
254 255, 032, 230. 033, 130,064, 126, 


932, 002, 203, 142,254,915, 032,0032. 
203,206, 120,254, 001., 232, 002, 203. 
134,254, 015,032, 002,203, 198,229., 


e32.,009,012,06^2,016.155,032,001. 
613,008 ,00@,121,061,850@,033,06¢., 
а. 


2 


Listing 3. 


з RAND 
9 FAST 
18 FOR 2-МӘТ PI ТО VAL “27” 3T 
EP VAL "3" 
20 PORE VAL "160514" +Z, INF (RNC 
SE WE SE 
2 "16515'"2Z,INT (RNO 
URL "O'"4UHL "4" 
рг POKE URL “ISSIS” +Z., INT САМО 
яі agb t \ 
30 NEXT 2 
40 PORE VAL "1I604117'",NO0O7 РІ 
45 SLOW 
S@ RAND USR VAL "156344“ 


NT 
та RAND RNO zRND x xRND 


July/August 1982 


8K ROM; 1K RAM 


Crossing the Asteroid Belt 


The directions are as follows: 

1) Do not use your RAM pack. 

2) Enter the program in Listing 1. Be 
sure to type in line 1 as listed. 

3) Type in RUN and ENTER. 

4) Enter all the values in Listing 2. Be 
very careful. About halfway through the 
list, the ZX81 will run out of memory. 
Type CONT (inue) and continue entering 
the numbers. 


M. Hampson 


5) Delete all the lines in Listing 1 except 
line 1 by entering the line number follow- 
ed by ENTER. 

6) Enter the lines in Figure 3. Note: the 
graphic in line 60 is an inverse asterisk 
(on B). 

7) Type in RUN and ENTER and your 
journey across the asteroid Бей Берт. ш 


It's the best! 


2ХСНЕ55 II IS HERE !!! It is the fastest, most versatile Chess program for your 
SINCLAIR ZX 81/16K (or ZX 80/16K with 8K ROM). 


ZXCHESS II has seven levels of play (up to six levels of "lookahead"!) and its 
ability to accept and play all standard Chess moves (including CASTLING and EN 
PASSANT) makes ZXCHESS II a challenge for both beginners and advanced players. 


Choose your level of play, choose to play Black or White at any stage of the 
game - you can even set up the board to examine any special position! For 
beginners, ZXCHESS II will even suggest moves for you if you are stuck! 


A truly magnificent program that plays a great game of Chess! Available for only 
$24.50 (plus $1 post and packing charge) from the following distributors: 


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Gladstone Electronics 


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New York N.Y. 10156 Canada N.Y. 14203 


63 


8K ROM; 1K RAM; 16K RAM 


DEF on the Sinclair 


Jon Passler 


Occasionally a program listing such as 
“3-D Plot" from Creative Computing's Basic 
Computer Games contains the DEFine 
statement which allows the programmer 
to define a function in the form 

DEF FNA(X)- (expression) 
FNA merely stands for FuNction A," and 
the variable X in the parentheses following 
FNA is termed the "dummy argument." 
Usually the expression to the right of the 
equals sign in the DEFine statement has 
at least one X in it. Of course, variable 
names other than A and X could be used. 

A simple example would be the state- 

ment 
DEF FNA(X)=X**2+X 
Normally, when FNA is "called" or used 
within the program flow, an argument is 


given within the parentheses different from 


the dummy argument, but which replaces 
all occurrences of the dummy argument 
in the DEFine statement. FNA(2) would 
have the value of 2**2+2, or 6, while 
FNA(A+B) would be the result of 
(A+B)**2+A+B. ЕМА сап be treated 
like any other numeric variable. The only 
difference is that it is the result of an 
expression DEFined at the start of the 
program, outside the program flow, and 
the programmer can alter the argument 
of the expression. 


Jon Passler, 344 Cabot St., Beverly, MA 01915. 


64 


The definition could have contained 
more than one dummy argument or vari- 
ables which are not dummy arguments, 
such as 

FNB(F,G)=F*G-Q/R 
Functions can also be used as arguments 
for other functions, for example 
FNB(3,FNA(A+B)) 
would be the result of 
3*((A+B)**2+A+B)-Q/R 
The DEFine statement is useful to simplify 
equations or cut down on programming 
where one equation is used at several 
points within the program. 

One way around DEFine in Sinclair 
Basic is to replace all FN calls with the 
expression in the definition. This often 
requires breaking down an equation to 
simplify it. 

Another is to use the ВК VALue function 
which can evaluate a string such as “2” or 


“2+2” or even “X**2+X”. The solution 


then is to replace DEF FNA with 
LET A$= (expression) 
and replace the FN call with VAL A$. 
The only problem appears when something 
like FNA(A- B) appears. We cannot call 
the function and define the argument all 
in one statement. Generally, if several 
different arguments are used in the FN 
calls, it is best to set the dummy argument 
equal to the argument before calling for 
VAL A$, setting, for example, Х= А +В. 
Listing 1 is the program for “3-D Plot" 
from Basic Computer Games. Here 
FNA(Z) is defined in line 100 as 
30*EXP(-Z*Z/100) 
and in line 150 the argument is 
SOR(X*X-r Y*Y) 
which replaces all Z's in FNA. Line 150 
also sets Z, which is not related to the Z 


Listing 1: 3-D Plot, Original Program. 


100 DEF FNA(2)230*EXP(-Z* 2/100) 
110 FOR X=-30 TO 30 STEP 1.5 


120 L=0 


130 Yl-5*INT(SOR(900-X*X)/5) 

140 FOR Y-Yl TO -Yl STEP -5 

150 Z=INT(25+FNA (SOR(X*X+Y*Y) )- . 7*Y) 
160 IF Z(-L THEN 190 


LIO 


180 PRINT TAB(Z); 


190 NEXT Y 
200 PRINT 
210 NEXT X 


ТЕЗІ 


SYNC Magazine 


Get the most from your SINCLAIR 


| practical, prog 


а 


Т : um 
aber! Maunder Е EE | S 
г v 2 vus D _ : Uti | D No o о Wc 
The ZX81 Companion Getting Acquainted With The Gateway Guide to th 
by Bob Maunder Your ZX81 ZX81 and ZX80 
The ZX81 Companion follows the same by Tim Hartnell by Mark Charlton 
format as the very popular ZX80 This informative volume for the new The Gateway Guide is a practical pro- 
Companion, and assists the ZX81 user ZX81 user contains more than 70 pro- gramming manual for the beginner that 
in four applications areas: graphics, grams to help the reader get the most furnishes over 70 fully documented pro- 
information retrieval, education and from his Sinclair computer. Game grams. The majority of the programs 
games. This practical guide contains programs include Checkers, Alien have been written for easy conversion 
scores of fully documented short rou- Imploders, Blastermind, Moon Lander, from machine to machine (ZX81, 4K 
tines plus complete programs and a dis- ^ Breakout, Star Burst and Derby Day. The 2Х80 or 1K ZX80). The Gateway Guide 
assembled listing of the ZX81 ROM book also shows programs for cascad- describes each function and statement, 
Monitor. "Thoughtfully written, detailed, ing sine waves, plotting graphs and illustrates it with a demonstration rou- 
and illustrated with meaningful pro- tables, data sorting, equation solving, tine or program, and combines it with 
grams. —MUSE plus the use of PLOT, SCROLL, PRINT, previously discussed material to help 
512" x8",132 pages. #17Р $8.95 ($2.00) TAB, PEEK, POKE and much more! you understand your computer. 


51/2" x8", 120 pages. #15У $8.95 ($2.00) 5⁄2" x 8", 172 pages. #160 $8.95 ($2.00) 


Computers for Kids (Sinclair Edition) by Sally Larsen 


This new edition of Computers for Kids is written specifically to introduce 
children aged 8 to 13 to the ZX81. The book requires no previous knowl- 
edge of algebra, variables or computers, and it enables a youngster to . 
program a 7Х81 in less than an hour. There's also a section for parents 
and teachers. "Computers for Kids is the best material available for 
introducing students to their new computer." 

- —Donald T. Piele, Professor of Mathematics, 
еи University of Wisconsin-Parkside. 

« 812" x 11", 56 pages. #125 $3.95 ($1.00) 


All volumes are softbound. 


(TT RET eee 


Creative Computing Press, Dept. 7720, 39 East Hanover Ave., Morris Plains, NJ 07950 


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——— M— —=— >= = 


in FNA(Z), to an integer value using the 
FNA call. This program is translated into 
Sinclair Basic (8K ROM, 1K RAM) in 
Listing 2. Here the string variable A$ is 
used to replace DEFine and set the 
argument equal to 

SOR(X*X T Y*Y) 
in line 145 before calling for VAL A$. A$ 
is an input since several different functions 
are plotted. The same results could be 
obtained by adding 

146 LET A—30*EXP(-Z*Z/100) 
and changing VAL A$ to A in line 150, 
except that line 146 would have to be 
edited each time the function is changed. 

The functions are slightly altered to 
run on either 1K or 16K RAM. Neither 
program, however, will work correctly 
with defective 8K ROMs. The plots appear 
within a circular X-Y plane tilted about 
30 degrees toward the viewer with the 
curve rising above or falling below the 
plane. 

Try the following functions with the 
1K program: 

20*EXP(-Z*Z/100) 
20*SIN(Z/10)-15 

SOR ABS(150-Z*Z)*.4-2 
20*(COS(Z/16))-5 
20-20*SIN(Z/18) 

In the 16K version all the five functions 
above are held in F$ (see Listing 3). Each 
function word such as SIN uses only one 
byte in F$. At line 180 a zero is POKEd 
into DF-SZ, which is the system variable 
with the number of lines (usually two) in 
the lower part of the screen. Entering a 
zero into it allows printing the function 
on the 24th line. An input cursor will 
crash the system if called for when there 
is no room for it; so lines 330-340 replace 
a dummy input to stop the program 
temporarily (press any key to continue). 

This is a rather unusual example of an 
occasion when using a string variable to 
hold a function or functions can be useful. 
The technique would also be useful where 
a function is used several times within a 
program to facilitate the translation of a 
DEFine statement or to highlight a function 
at the start of a program. 

To use the programs, enter Listing 2, 
press RUN and NEWLINE and then enter 
one of the five functions above and observe 
_ the results. If you have 16K, enter the 
expanded version in Listing 3, press RUN 
and NEWLINE. However, since the func- 
tions are already included in the program, 
you do not have to enter them again. Mg 


66 


зве IF Z«-L THEN GOTO 190 
17o LEF ЛЕЕ 
1за PLOT X+20,Z-5 
199 NEXT 7 
210 NEXT X 
Listing 3: 3-D Plot for Sinclair (8K ROM, 16K 
RAM) 
зае REM 3-D PLOT 
118 DIM F$í(&5.16) 
122 LET F$(1)-z"25xEXP (-Zx2.100 
зза LET F$i2)2"25x5IN (2710) -15 


Y 


— DOT) fe 3 OO D) P eh ene pa те 


пра RS I UO CD sd n 


GAGS AROG AGD | 


Listing 2: 3-D Plot for Sinclair (8K ROM, 1K 


RAM) 
ІМРОР HS 
QR х--га TO ге 
LET L-e 
LET Y1-z5xINT (SOR (408-X#X} 
FOR Yzy3 TO ТЕР -5 
LET Z-SQR (XsXx4vY FY)? 


LET Z-INT (2S54UHL RH$-.7sY)! 


NI 


338 PAUSE 9999 1 В 
340 IF INKEY¢="" THEN GOTO 338 
350 CLS 


SYNC Magazine 


(а 
GO TO LAS VEGAS FOR $1 
Two Excellent LAS VEGAS Style Program. Listings 
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Lucky 7 Slot Machine 


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reels spin and stop in sequence, 


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off trough 


Lots of fun - а very addictive 
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» Vegas 21 Blackjack 


* Most complete blackjack game 
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adjusted, dealer stands on 17, 
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* Uses 5 decks, reshuffles when 

appropriate, will advise tens 

ratio and distribution of cards 
left 


* À good way to learn the game or 
to practice before going to a 
real casino 


Don't miss this opportunity to get these two excellent programs at 


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satisfied. 


ZX81 OWNERS with 16K RAM! 
IT'S READY---ARE YOU? 


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If sọ, you get: 


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are interlocked for more "reality" 
*4 ways to lose---no fuel, no oxygen, 
no gun power, or no shields. 1 way 
to win----destroy ALL enemy craft. 
*An enemy data generator imbedded in 
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*"Blink"-less pauses in BASIC 
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16K Programs for either ZX80-8K or ZX81 


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4K ROM (8K ROM); 1K RAM 


Handling Strings from 
Another DIMension 


Ken Berggren 


Does this story sound familiar? One day, 
Fred found an excellent short program in 
a magazine article and he decided to 
translate it for his ZX80. But after entering 
only a few lines of the program, he ran 
into a statement like this: 

250 DIM NS(4) 

"What in the world does that mean?" he 
asked himself. When he could not answer 
that, he consulted a friend with a TRS-80. 
His friend explained that it works just like 
a regular DIM statement but with strings 
instead of numeric variables. That is, DIM 
N$(4) sets up four strings with the same 
name, N$, but individually numbered 1-4. 
Fred frantically flipped through the pages 
of the ZX80 manual and found the terse 
explanation of the DIM statement on page 
89. But there was nothing there about strings. 
So, he set aside the magazine article and 
decided to stick with programs written 
just for the ZX80. 

Well, if Fred sounds like some people 
you know, then consider this article dedi- 
cated to them. SYNC is a fine magazine, 
but it cannot publish every program that 
will work in the ZX80. And just because 
you cannot use a statement like DIM N$(4) 
does not mean that you cannot translate a 
program that uses it. 

Now you 8K ROMers realize that your 
supercharged machines will DIMension 
strings without any hocus-POKEus, and 
you may be tempted to turn the page on 
me. But stick with me because I think that 
you will find this technique very interesting 
if not useful. Anyway, from now on we will 
be talking strictly in terms of the 4K ROM. 

It is true that the people who designed 
the 4K ROM left out the ability to DIMen- 
sion strings. However, with a few well- 
placed POKEs, you can plug up that hole 
in the 4К ROM. 


Ken Berggren, 104 Ridgeway Ave., Louisville, K Y 
40207. 


68 


For example, enter this short program. 


100 FOR I=1 ТО 4 
110 POKE 16450,1+37 
120 INPUT AS 

130 NEXT I 


The A in line 120 is stored in the memory 
location 16450. The code for an A is 38, 
So, at present, a 38is stored at the location 
16450. When you RUN this program, it 
will execute lines 110 and 120 four times. 
The first time through, line 110 will POKE 
a 38 (14-37) into the location 16450. Then, 
line 120 wil] INPUT А5. But the second 
time through, line 110 will POKE a 39 
(2-37) into location 16450. Since 39 is the 
code for a B, line 120 will then INPUT BS. 
This program actually changed itself! The 
third time through the loop, line 110 POKEs 
a 40 (3-37) into the memory location, and 
line 120 will INPUT C$. When the program 
is finished, it will have stored four strings: 
A$, B$, C$, and D$. You can imagine that 
these are numbered 1-4 because when 1- 1 
you INPUT А$ апа when I—4 you INPUT 
D$. 

RUN the program and enter four words. 
Now change line 120 to 120 PRINT А5 
and then GO TO 100. The method will 
work with INPUT, PRINT or any other 
string functions. 

Some of you may thinking, "Big deal. 
What good is all this?" I think that the 
following two programs will illustrate the 
virtues of this technique. 

The first program is a simple sort program. 
We all know that computers are very good 
at putting numbers in order. And since 
computers store letters as numbers, they 
are also good at putting words in order 
(alphabetical order, that is). The program 
will alphabetize up to 25 words and will 
display up to 22 of them. 

Using the program is simple. Just enter 
the number of words you want to alpha- 
betize and then enter the word with a 
NEWLINE after each one. When you have 
had the last word, the program takes over, 
and, a few seconds later, the words are 
displayed in alphabetical order. 


I think that it is worth noting line 240. I 
do not know if other Basics let you use 
inequalities with strings, but ZX80 Basic 
does. That is a very nice feature. If you 
want to put the words in reverse order, 
simply reverse the inequality. 

This program is not so great by itself. 
But it could be developed into a good 
utility program for handling a list of the 
names of friends for an address book or 
names of students for a grade book. It 
could possibly be adapted to help teach 
dictionary skills. 

The second program illustrates the 
technique by computerizing a card game 
played something like Rack-O (by Milton 
Bradley). The POKEing is used to call 
each player by his name rather than the 
impersonal PLAYER 1, PLAYER 2, etc. 

In this game, the players are dealt ten 
numbered cards. The remaining cards are 
placed face down, and the top card is 
turned face up to form a discard pile as in 
Gin. The object is to get ten cards in 
numerical order (not necessarily consecu- 
tive order). This is done by drawing a card 
from either pile and exchanging it for one 
of your cards. 

In this version, of course, the computer 
handles all the cards. First, it shuffles them 
and places them into each player's "rack." 
Then the first player's cards are displayed 
and he is asked if he wants the card showing 
in the discard pile. If he does not, he enters 
“NO,” and he is given a card from the face 
down pile. If he does not want that card, 
he enters "NO" again and his turn is over. 
If he decides to take either card, he enters 
“YES” and the computer will ask where in 
his “rack” he wants the card to go. The 
player then enters a number 0-9. His card 
will be placed in that position, and his turn 
will end. 

At the end of each player's turn, the 
computer will display the cards that the 
player has in order so far. Then a NEWLINE 
will start the next player's turn. 

The game ends when one player get his 
cards in order. To start a new game you 
have to RUN the program again. 

If you have more than 1K of RAM, you 
could probably teach the computer how 
to play the game and then play against it. 
You could also allow more than four players. 
But be careful. Any modifications of these 
programs may affect the POKE locations. 
To make sure, LET I=0 and then GO TO 
the POKE statement in question. If the 
next statement does not contain a 9$ after 
you do that, you will have to change the 
POKE location until it does. But trial and | 
error will not work very well if you make 
big changes or if you write your own 
programs. Then you will need a more exact 
method of finding the location of a specific 
byte in a program. 


SYNC Magazine 


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COMPUTER = 
NEWSLETTER <? 

A NEWSLETTER FOR POCKET COMPUTER USERS 

This timely, compact publication provides up to the minute 
information on pocket computers, including models such as 
the Radio Shack TRS-80 PC-1 and PC-2, Sharp Electronic's 
PC-1500 and PC-1211, Casio, Panasonic/Quasar HHCs, and 
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One way is to count the bytes in each 
line and add them up. Every line has two 
bytes for the line number (no matter how 
many digits), one byte for the Newline at 
the end of the line, and one byte for every 
keystoke in between. So, in the example 
program, line 100 takes 9 bytes, line 110 
takes 14 bytes, and line 120 takes 3 bytes 
up to the A for a total of 26 bytes. Add 26 
to 16424, which is the starting address of 
every 4K ROM program, and you get 16450. 
That is the actual location of the A in 
memory. However, counting all the bytes 
in along program is a very tedious chore. I 
found a better way. 

When USR(24) is put into a program, it 
stops the execution of the program and 
returns the starting address of the next 
line. Toillustrate, insert 115 PRINT USR(24) 
into the short program and then GO TO 
115. 16458 appears on the screen because 
that is now the starting location of line 
120. Line 115 takes 11 bytes so, when it is 
deleted, line 120 will move up 11 bytes to 
16447. Adding the three bytes of line 120 
again shows that the location of the A is 
16450. USR(24) is an invaluable utility 
whenever you need to know the location 
of a byte in your program. 

A lot of programs out there in books 
and magazines can be adapted to the ZX80. 
But sometimes vou really have to work to 
get them to. Now the lack of DIMensioned 
strings is no longer a problem. There are 
other shortcomings in the 4K ROM in 
dealing with other Basics. Yet, with a little 
determination and ingenuity, you can 
usually get around them. 


Program 1. Alphabetize (4K ROM; ІК RAM ).. 


100 FRINT "HOW MANY ENTRIES?" 
110 INFUT N 

120 FORI-1 TO М 

130 PORE 16478, 1+37 

140 INFUT A$ 

КОО NEXT I 


200 FOR I-1 TO N 

210 FOR J-1 TO N-I 

220 (PORE 1555712? 

250 PORE 16340, J+38 

240 IF BS:C$ THEN GO SUB 900 
239 МЧЕХТ J 

260 NEXT I 


200 FOR 151 TO М 
SIO PEE. 16054, Та 
220 PRINT D$ 

550 NEXT I 

540 STOP 


200 POKE- 166598, *57 
910 FORE 16664, JES 
920 PORE 16667, 5+38 
950 FOKE 16673,49+58 
940 LET Z$-Ef 

950 LET F$-6G$ 

960 LET НФ=2% 

970 RETURN 


Notes: 

100-150: Get the words. 
130: Changes AS. 
200-260: Sort the words. 
220: Changes B$. 

230: Changes C$. 
300-340: Display the words. 
310: Changes D$. 

900: Changes ES. | 

910: Changes Е$. 

920: Changes G$. 

930: Changes H$. 
900-970: Move the words. 


Sample Run 


FLAYERS(2-4)7 2 
PLAYER 1 LORI 
FLAYER 2 KEN 


2... 


SHOW CARD=37 TAKE? N 
DRAWN CARD=20 TAKE? = 
FLACE? 4 | 


Pics 
Ne 


YON O Gri 


SHOW CORD-32 TARE? 
FLACE? e 


_Program 2: Card Strings (4K ROM; ІК RAM)... 


100 FRINT "PLAYERS (2-4) ?" 

110 INFUT N 

120 FOR Ісі ТОМ 

120 FRINT "FLAYERS":I 

140 FOKE 16489,1437 

150 INPUT A$ 

160 NEXT I 

190 LET E-20-10XN 

200 DIM ЕЕ) 

210 FOR 1-1 I0 E 

220 LET FP=RNDCE) 

230. IF CCP) 20 THEN GO TO 220 

240 LET СР) =] 

230 (NEXT 1 

ЖО LET ЕЗЕ-19 

400 FOR Ісі TO N 

410 CLS 

415 LET Тео 

420 FORE 16616, ЕЛУ 

430 PRINT BS 

425 PRINT 

440 FOR J-o TO 9 

450 FRINT J; 

452 FOR L=0 TO C«JXN-*-1)/N/4 

454 PRINT "€"; 

456 NEXT L 

450 FRINT CJ XN IO 

460 IF To THEN GO TO 490 

465 IF Т>9 THEN GO TO 800 

470 IF CCI¥N+I) C(I XN4+N4+T) 
RE TURN 

480 LET T=T+1 

490 NEXT J 

495 PRINT 

JOO LET ¥$="SHOW" 

310 PRINT Уф; "#САКО="; ССР); "ЯТА 
REY 

520 INFUT 24 

530 IF 2%>"Х" THEN GO TO 609 

340 IF Y#="DRAWN" THEN GO TO 65 
m. 

5950 LET FsP-1 

360 IF РЕ THEN LET F=E-19 

570 LET Y$=" DRAWN" 

эво GO то 510 

600 FRINT "PLACE?" 

610 INFUT J 

620 LET Т-С(УЖМ+Т) 

630 LET СОЖМ+Т) =C CF) 

640 LET C(P)=T 

650 CLS 

660 LET T=1 

670 50 SUB 420 

680 ІМРОТ 7% 

700 NEXT I 

710 GO TO 400 

BOO FORE 16966, [+27 

810 FRINT Съ; "#WINS" 


THEN 


Notes: 
100-160: Get the players. 
190: E=total number of cards. 
200-250: Shuffle the cards. 
300: P=pointer to show card. 
410-490: Display a player’s cards. 
452-458: Spaces each card over by magni- 
tude. 
465-480: Part of winner test subroutine. 
500-580: Players pick their cards. 
600-640: Chosen card put in “rack.” 
650-680: Test for winner. 

Display cards in order so far. 
700: Next player’s turn. 
710: Back to player 1. 
800-810: Print the winner. 


SYNC Magazine 


8K ROM Versions 

Although the article is intended to help 
4K ROM users, we thought the SK ROM 
users might like to use the programs so 
the 8K ROM Versions are also given below 
in Programs 3 and 4. я 


_Program 3: Alphabetize (8K ROM; ІК RAM). | 


PRINT “HOW MANY ENTRIES?” 
INPUT ы 


De 


кым» 
PVH PG 
HONBA 
г 
м 
и 
p 
им 
<. 


A 
4—1 
(2-і) THEN f 


D CO HEN 


зза мЕХТ I 
340 STOP 
94a LET 2%=Я $ 1:1 
950 LET НЕ! =А $ 1+1} 
960 LET Я& {1+1}: -Z$ 
970 RETURN 

Program 4: 


— — Card Strings (8K ROM; over IK RAM). — 


PRINT “PLAYERS (2-41 7" 
INPUT N 


219 FOR I-1 то E 
220 LET P-INT (ВНОЖЕЗ +1 


IF СҰР) >а THEN GOTO 22a 
240 ааа ЕТ 


Ji 
152 FOR 1 -а то С СН + ТЗ „ма 
454 PRINT " s 
456 NEXT Е 
458 PRINT CiJxN-I) 
460 IF Т=@ THEN GOTO 4.38 
IF T»9 THEN GOTO вее 
470 IF СіЈЕМ+І) >С CUSN4+N4T) 
RETURN 
ізе LET Т=Т+1 
ыза NEXT J 
495 PRINT 
сага LET vY$-2"& 
в PRINT Ys" 


INPUT e 

IF 24» "Х" THEN СОТО баа 

IF 2 "Бевиме THEN GOTO 558 
S50 LET P=Pt+i 

IF POE SAREN LET Р=Е- 19 
"DRRUN 


THEH 


HOW" 
CARD = сое». “та 


га NEXT I 
та GOTO айас Ир ge 
e PRINT Въ: т: HINS 


July/August 1982 


CYBORCWARS 


© 


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The 8K ROM and 16K RAM have 
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programming their own games. Alien 
Treasure is an example of how some of 
these new capabilities may be used. 

In Alien Treasure two kinds of treasure 
are scattered over the surface of a planet 
far from earth. Your ship has landed, and 
you have sent out your robot searcher 
which you guide from your control room. 
The field of search shows on your ZX81 
as a full screen display. The treasure is 
marked by inverse video periods which 
are worth one point each and by inverse 
video asterisks which are worth 10 points 
each. (You can set the values in your own 
currency if you wish.) However, there are 
always hazards in searching for treasure. 
In this case a powerful monster is guard- 
ing the search area. While your robot is 
attempting to pick up the treasures, you 
must guide it to avoid this monster which 
appears on your screen as an inverse 
video 0. Your robot, shown as a graphic 
square, is moved about by the use of the 
cursor control keys 5, 6, 7, and 8. The 
robot also can take a jump away to a 
random position in the same column by 
using the 0 key. However, you must use 
this 0 key with caution because the robot 
may land right on top of the monster. 

The current total of your successful 
treasure gathering is displayed on the 
screen in the upper left corner. The total 
you must beat is displayed to the right of 
yours. 

The game uses a 22 * 32 array to keep 
track of the treasure locations. When the 
game is run, it takes about 20 seconds for 
the screen and the array to be set up and 
loaded with the proper values. So do not 
hit the BREAK key too soon because you 
think the program is in an infinite loop. 

Before you SAVE this program, exe- 
cute the CLEAR command. Otherwise 
you will save the entire array along with 
the program, and it will take much longer 
to SAVE and LOAD in the future. 

Alien Treasure has proved to be an 


interesting and challenging game for those 


Gary G. Chandler, ATU Box 283, Russellville, 
AR 72801. 


Bruce Birmelin/Paramount Pictures. 


who have tried it so get out your keyboard 
and start the search. 
Line notes: 

30: inverse space 

36: inverse asterisk 

44: inverse period 

65: inverse zero ; 

66: inverse graphics on A 

73: inverse letters in “” 

85: inverse space 


89: inverse space "s. 
1 LET С1=@ 

2 REM TREASURE CHASE 

4 REM BY GARY G. CHANDLER 

5 LET х-е 

Б LET Y=16 

7 LET Ył=Y 

& LET хіӛішх 

9 LET A=INT (БМО #22) 

18 LET B=INT (БМО #52) 

12 LET С=@ 
20 DIM Ht22,32) 
26 FOR Т=@ TO 21 
25 FOR J=@ TO 31 
за PRINT AT I.J: B" 

31 IF I= OR J=8 THEN GOTO 58 
32 IF NOT RND<.@5 THEN GOTO ас 
за LET HII-c«1,J0€1)-z 
36 PRINT. AT Т. 4; HM" 
46 IF NOT RND«.1 THEN GOTO 50 
42 LET HII-«1,0431)-1 
44 PRINT AT I.J;: "№" 


57 IF Н‹А+1, В+1) =2 THEN LET c= 
IF Hiín-i,P-1)-2 THEN LET Ht 
В+1,В+1; =@ 

54 IF на + 1,В+1) =1 THEN LET = 
C+i 7 

20 IF HiAti. 8+1} =1 THEN LZT Hi 
H+14,B6+1) 

$2 IF Съса E ws 

aT 


m 
+ OD 


ET Y= 
58 IF х-а AND Y=B THEN GOTO са 
59 IF NOT INKEY$="" THEN PRINT 
AT AB; HN" 
95 IF INKEY$="@" THEN LET A=IN 


X сите 
INKEY$="5" THEN LET BsE- 


1 

1776 IF INKEY$-"5" THEN LET Б=Б + 
уана ТЕ INKEY$="6" THEN LET Я=&+ 
қ 129 IF INKEY$-"7" THEN LET fn-n- 


132 IF я›21 THEN LET псих 
ET 
140 IF X=A AND YzB THEN GOTO га 


1680 GOTO 55 
288 PRINT ЯТ 19,10; "++ СОТ ХОП 


202 PRINT ат ех“ 
205 PRINT ат Зө, 5;" PLAY AGAIN 


rts INPUT 


Gg 
88 IF DE THEN STOP 
510 GOTO. 


SYNC Magazine 


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ALL listings explain programs 
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BOB BERCH 
19 JAQUES ST. 
ROCHESTER, N.Y. 
14620 


Ed. -А WORD OF CAUTION: Any 
hardware project for your computer must 
be approached with extreme caution. 
SYNC cannot be responsible for any 
problem that may arise from attempting 
hardware projects. Obviously, any dam- 
age to your computer can be costly in 
time and money. 


Пг rss — 


Thick Black Bars 


George R. Ingle 


In SYNC 1:6 Cecil Bridges points out 
that the thick black bars on the display 
may be caused by a failing capacitor in 
the power supply. However, it is not 
necessary to crack open the mains power 
adapter to replace the 1000uF capacitor. 
A simpler solution is to add another 
capacitor, rated 200-470uF at 25wv, across 
the +5у and ground connection to the 
UHF/VHF modulator. This not only 
corrects the leaking capacitor problem 
but also greatly reduces the "lining" of 
the display caused by the ZX80 display 
circuit itself. Obviously, a miniature 
capacitor should be used because of the 
minimal free space inside the computer 
case. 


Comp. 
Video 


VHF/UHF 
Modulator 


e cH 


200-470uF = 


Insufficient 
Filtering Solved 


Robert D. Hartung 


Like many others I found that the DC 
filtering capacitance of the power supply 
included with the 16K RAM pack is 
borderline in supporting the demands of 
both the RAM pack and the ZX80 with 
its 17 extra ICs as compared with the 
ZX81. The symptoms of insufficient fil- 
tering include false LOADs from the 
excessive 60 Hz ripple in the DC and a 
horizontal line or blank bar moving verti- 
cally through the TV display every two 
seconds. If these symptoms disappear 
when the RAM pack is disconnected, 
either some component is drawing exces- 
sive current or, more likely, the added 
load of the RAM pack is causing inade- 
quate filtering of the unregulated DC 
power to the computer. 


Memory Expansion Power Supply 


George В. Ingle 


David Sommers mentions (SYNC 1:6) 
the problem of using an additional power 
supply with his memory expansion. For 
those building an additional memory 
expansion unit, the following suggestions 
might be helpful. 

1) Insure that all components are using 
а common ground return. 

2) Do not connect the +5v regulated 
voltages or +9 to +12 unregulated volt- 
age in parallel. Instead, use a common 
ground whether earth or floating, 


depending on the design, and feed the 
additional memory unit with a separate 
+ 5v regulated supply. 

3) Insure that the additional power 
supply is well-filtered and uses, if possible, 
a three prong grounded outlet and AC 
supply cord. 


(Ed.—A schematic of the author's power 
supply that provides for + 15v reg., +12v 
гер., +5у reg., and -12v unreg. is available 
from the author for $1.00 and a SASE.) 


George R. Ingle, 24593 1/2 Monterey Ave., San Bernadino, CA 92410. 


74 


Adding a 2200uF 50VDC capacitor 
across the output wires near the power 
jack eliminates the problem. Use a VOM 
or an LED tester to determine which is 
the positive output wire and which is the 
negative in order to be sure that you are 
observing the proper polarity in con- 
necting the capacitor. This capacitor also 
gives some protection against momentary 
drop-outs occurring on the main power 
lines. 

A note of caution: since a capacitor of 
this size stores considerable energy even 
after the power pack is unplugged from 
the AC outlet, I strongly recommend 
inserting a small lever type microswitch 
(e.g., Radio Shack 275-016) in one of the 
DC wires near the computer power plug. 
This will avoid possible burning or fusing 
of the power jack outlets when the plug is 
inserted or withdrawn when the capacitor 
is charged. The switch gives a bonus of 
being a "panic" switch to get out of 
endless program sequences as well as to 
cut the power off when connecting or 
disconnecting the 16K RAM pack. 

To install the switch, cut and strip one 
of the power cord wires as near to the 
computer plug as practicable. Solder one 
wire end to the C lug of the switch and 
the other to the NC lug (normally closed). 
An LED pilot light can be added at the 
same time. Strip, but do not cut, one-half 
inch of the other power cord wire. Again, 
determine the polarity of this wire with 
the wire which goes from the switch lug 
to the computer plug. Solder the LED 
lead which is nearest the flatted side of 
the LED base (cathode) to the negative 
wire. Solder a IK resistor to the other 
LED lead and in series to the wire which 
is positive. Carefully tape all bare leads 
and connections to isolate them from 
each other. Since only 45 grams of pres- 
sure will open the switch, taping it to the 
power cord and plug will give all the 
necessary support. 


Robert D. Hartung, PO Box 125, Palmyra, NY 
14522. 


SYNC Magazine 


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* Protects against power line glitches 

* Provides extra power for add-ons 

* Cuts heat in the internal regulator 
The HL-1205 uses the same modern switching regulator technology 
as used on big computers to trade harmful heat for extra power. 
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MUSIC and KALEIDOSCOPES 


VIRTUOSO. A music synthesis program for the 
Timex/Sinclair and ZX81 with 2K or more. NO 
MUSIC KNOWLEDGE NECESSARY! 96 notes. 
range from put put to above treble clef, any tempo. 
Whole to 32nd notes. Songs may be saved for 
future use. Required hardware? - - Your cassette 
recorder. $6.95 pp. 


PLAYER ZX81. A less versatile music program for 
1K memory. Music instruction not included. $6.95 


pp. 


SQUARES and CROSSES, Kaleidoscopic 
simulations for the same machines. 1K or more. 
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All on standard cassette. Guaranteed to load. 
Music programs include random sound listing or 
save copy. Add $3.00 each, outside U.S. 


Mail order only.: 
William Don Maples 
688 Moore St. 
Lakewood, CO 80215. 


Ear Input Circuit 
James Dowell 


I upgraded my ZX80 (UHF) with the 
8K ROM and MicroAce Video Upgrade 
kit. I had no loading problems while I was 
using a Sears tape recorder. Later | 
procured a Craig tape recorder as a 
dedicated component of my system. Then 
my loading problems began with no 
apparent permanent solution. 

Upon inspection of a defunct ZX80 
(VHF) with supposed loading problems, I 
discovered that Sinclair had made two 
minor modifications to the ear input 
circuit. One was the addition of a .01тї 
capacitor across the terminals of the input 
jack (RFI filter). Removal of this capac- 
itor restored the loading capability of this 
unit. The other modification was the 
addition of a 6.8K resistor from the 
connecting bus between C12 and R1 to 
the +5V bus. Installing a similar resistor 
in my original ZX80 cleared all of my 
loading problems and greatly increased 
the dynamic range of the input circuit. 


Top Line Hook Solution 


James Dowell 


Tom Keeney’s fine article (SYNC 2:1) 
points to a problem with the MicroAce 
Video Upgrade kit and the top line. A 
solution to this “top line hook” in SLOW 
mode is as follows: 

Connect a capacitor (.027-.030mf) from 
pins 10-11 of IC6 to ground. Using the 
space of the unused C9, insulate the “hot” 
lead of the capacitor and pass it through 
the +5V hole for C9 (next to pin 14 of 
IC6) and connect to pins 10-11 of 1С6. 
Connect the ground lead of the capacitor 
to the ground hole for C9. Too little 
capacitance will not quite correct the 
hook whereas too much capacitance will 
over-correct the hook. 

I made a large cutout in the top cover 
of the ZX80 and cemented a 4x6x3/4f 
inch plastic box over the opening. This 
gave me room to mount the Video 
Upgrade, Keyboard Beeper, Video 
Reverse Switch, and a Reset Switch in 
the ZX80. 

Although my ZxX80 with Video 
Upgrade works fine with a ‘defective’ 8K 
ROM, I have been unable to make it 
work with the replacement ROM (which 
works fine in a non-upgraded ZX80). 


James Dowell, 735 Myra Ave., Chula Vista, CA 
92010. 


76 


Problems in ROM Changing 


Herb Hornung 


A common problem which occurs when 
replacing the 4K ROM with the 8K ROM 
is that the computer does not turn on 
every time (or even at all) when it is 
plugged in. If you have this problem, you 
can solve it by soldering a 33pf capacitor 
from REFRESH to ground. That is, solder 


Figure 1. 


Expansion connector 


Component side 


the capacitor from pin 23A of the expan- 
sion connector to the ground connection 
of the RF modulator (case). Keep the 
leads as short as possible (see Figure 1). 
After performing this modification, I 
checked to see if the 16K RAM pack still 
worked and it did. 


Pin 23A (RFSH) 


RF 
Modulator 


7 


Solder 33pf 
capacitor here 


Strong Signals оп KBD O through KBD 4 


Herb Hornung 


Quite a few ZX8ls that I have seen 
have very strong signals on KBD 0 
through KBD 4. This can cause the 
following problems: 1) some shifted func- 
tions will not work; 2) some characters 
are always shifted; 3) some characters 
will not print at all. These problems may 
appear all the time or only after adding a 
printer, plugging in a 16K memory mod- 
ule, or upgrading the keyboard. 

This condition can be corrected by 
removing the 10K (2 resistor pack (RP3) 
and replacing it with 8.2K Q resistors. 
Solder one lead from each resistor to the 
KBD 0 through KBD 4 a solder the other 
leads together and to the “C” contact of 
the circuit board (see Figure 2). In some 
extreme cases it may be necessary to 
change the resistor to as low as 6.8K (2. 


Ed. — Herb Hornung is interested in hear- 
ing from readers who have hardware 
problems or information. He will attempt 
to help (no charge) if a stamped, self- 
addressed envelope is enclosed. 


Figure 2. 


C 


Connect resistors 
together as shown 


RP)-—-[ 2 x 
CIIIIIID ши 
5 Pin keyboard 8 Pin keyboard 
connector connector 


Remove RP3 and replace 
with 8.2K Q resistors 


Herb Hornung, Double H Electronics, 195 Lelani, San Antonio, TX 78242. 


SYNC Magazine 


MOLDED OF STURDY,.:BEIGE ABS, THE ZC 
ORGANIZER CONCEALS ALL THE ZX81 AND 
CASSETTE RECORDER CABLES, YET YOUR 
COMPUTER AND RECORDER ARE READY FOR 
INSTANT ВЕ SPACE.IS ALSO-PROVIDED 
FOR ADD ON MEMORIES SUCH AS THE 16K 
SINCLAIR, OR 64K MEMOTEK. 
GIVE YOUR ZX81 IT'S OWN HOME - 


JUST $14.95 * $2 SHIPPING/HANDLING 
SEND CHECK OR MONEY ORDER TO: 


RUSKRAFT ENGINEERING 
P.0. BOX 306, DEPT. A 
TINLEY PARK, IL.60477 


PLEASE ALLOW 4 TO 6 WEEKS FOR DEL. 


Does your ZX-80 need a 
home of its own? 


Designed especially 
for the Home 
Computer. This 
desk creates 
organization 
for all your 
hardware and 
software items. 


Rich Wood 
Grain Look 


WALSH 

| nO nf 
ZEATING 
SHIPPED 


UNASSEMBLED, 
CLIPS TOGETHER | 
Мате 


5 1 4. 95 | Address 


SHIPPED U.P.S. | | 
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DESK PRICE...$74.95 ОМАЗТЕВСАВО CIVISA 


Over-All Size 
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MAIL ORDER TO: (CHECK OR MONEY ORDER ENCLOSED CAM. EXP. 
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SIMMONS INC. | Interbank # for Master сага: O11] 
2511 lowa St. 


St. Louis, MO ge] Exp. Date: 


Signature: 


practical 
software 


FOR THE SINCLAIR ZX80/81 (8K/16K) 


2 Unique computer programs on cassette 


e ZX INVENTORY e ZX DIRECTORY 
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e PRINTING CAPABILITY (ZX81) e STORAGE OF 60 FILES (16K) 
e COMPREHENSIVE SEARCH e PRINTING CAPABILITY (ZX81) 
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ROUTINE 


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SEND CHECK OR MONEY ORDER TO: 


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P.O. BOX 2024, HARTFORD, CONN. 06145 
FOR INFORMATION OR VISA OR MASTERCARD ORDERS 
CALL (203) 643-7900 SHIPPING U.S. $1.50 OUTSIDE U.S. $3.00 


The Gateway Guide to the 
ZX81 and ZX80 


by Mark Charlton 


The Gateway Guide is a practical programming man- 
ual for the beginner that furnishes over 70 fully docu- 
mented programs. The majority of the programs have 
been written for easy conversion from machine to 
machine (ZX81, 4K ZX80 or 1K 2Х80). un 
The Gateway Guide describes each 4 | 
function and statement, illustrates it 
with a demonstration routine or pro- 
gram, and combines it with previously 
discussed material to provide a solid 
basis for understanding your computer. ` 
5 V2" x 8", 172 pages. $8.95 


-------------- 


Dept. 0000, 39 East Hanover Ave., Morris Plains, NJ 07950 


ї Please send The Gateway Guide to the ZX81 апа ZX80 @ $8.95* each 
1 plus $2.00 postage and handling. Outside U.S.A. add $3.00 рег order— 
shipped air mail only. 


i []Enclosedis$ д . ..*NgJresidents add 5% sales tax. i 
| С Charge: O American Express О Visa O MasterCard i 
| Account. = d 
Eouneue-. ee 
ДРЕ d S locos coL c аа Pie нн 0 аа а | 

i 


я Creative Computing Press \ 
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Exp. Date 


Addre 
City/State/Zip 
2720 


CHARGE ORDERS-for your convenience phone 
Toll Free 800-631-8112, In N.J. only (201) 540-0445. 


ded dat a iss oom in abusu TEN 


[2SOuUrces 


The “Resources” column lists new 
products for Sinclair users. Suppliers and 
users are invited to send brief product 
descriptions and ordering details to: 
Resources, SYNC, 39 E. Hanover Ауе., 
Morris Plains, NJ 07950. 


User Groups 


e North Alabama ZX80/1 
Group. For details contact: 
Bob Boyer 
1103 Rivlin Rd. 
Huntsville, AL 
(205) 883-4354 (evenings) 


Users 


% бап Francisco Bay Area Sinclair ZX 
Users Group (ZUG). Publishes news- 
letter SincLink. For details contact: 

Paul D. Perreault 
c/o Stanford Telecommunications, 
Inc. 
1195 Bordeaux Dr. 
Sunnyvale, CA 94086 
(418) 734-5300, x267 


* Westinghouse ZX80/1 Users Club. 
Newsletter. $1 contribution appreci- 
ated. For details contact: 

Jack Fogarty 
Westinghouse MS 3525 
PO Box 1521 
Baltimore, MD 21203 


. Pittsburgh Area Computer Club 
(Special Interest Group: Sinclair). For 
details contact: 

Dick Walsh 

1605 Middlecrest Dr. 

Glenshaw, PA 15116 
(412) 487-0789 


e Chattanooga Area Sinclair Users. For 
details contact: 
Dan Williams 
PO Box 1321 
Collegedale, TN 37315 


Forming a User Group 


е Any Evanston, IL, area users inter- 
ested in forming a group? Contact: 
Brendan P. Holly 
1246 Elmwood Ave. 
Evanston, IL 


78 


ROM Disassembly 


Sinclair ZX81 ROM Disassembly. 
Part A (the operating system) by Dr. 
Ian Logan, $15.00. Sinclair ZX81 ROM 
Disassembly, Part B (calculator rou- 
tines), $17.00. Sent direct by airmail 
by the author. U.S. personal checks 
accepted. Spectrum books in develop- 
ment. 

Logan Software (Lincoln) 

24 Nurses Lane, Skellingthorpe 

Lincoln LN6 OTT 

United Kingdom 


The ZX80 1K Disassembler for the 
АК ROM ZX80 and The 2Х81 IK 
Disassembler for the ZX81 and 8K 
ROM ZX80. Begins with starting 
address, a key is calculated and dis- 
played, manual then gives mnemonic, 
all numbers displayed in decimal, 
about 100 bytes of RAM to store MC 
program for disassembly; RAM mem- 
ory test provided; addresses of bytes 
failing the test are displayed. Manual, 
reference cards, and cassette with 
disassembler and memory test pro- 
grams. $9.95 pp. for either 4K or 8K. 
Further information and catalog upon 
request. | 

Lamo-Lem Laboratories 

Box 2382 

La Jolla, CA 92038-2382 


ZXBUG V3.125. Machine code mon- 
itor/debugger with full ZILOG dis- 
assembler. Just under 4K; resides at 
top of the 16K ZX81; 30 commands. 
Allows: search of any block for any 
occurrence of a byte or word, display 
and altering of main and auxiliary 
registers, examination of flags, replace- 
ment in a given block of all occur- 
rences of a byte with another, moving 
blocks around in memory, display of 
Z80 ZILOG Mnemonic disassembler 
page by page. £7.00. 

Artic Computing Ltd. 

396 James Reckitt Ave. 

Hull, North Humberside 

United Kingdom 


Catalogs/Directories/ 


Indexes/ 


e Software Vendor Directory. (6th ed.). 
Cross referenced index covering 22 
systems and over 12,000 software pro- 
ducts in 300 categories obtainable from 
1,800 software vendors and 123 hard- 
ware vendors. $57.95; with 2 updates 
in 12 months: $100 or $260 on disk. 
Contact: 

Micro-Software Services, Inc. 
PO Box 482 
Nyack,NY 10960 

(914) 358-1340 


е 2Х80/81 Users’ Library. A catalog 
in 3-ring binder format with program- 
ming tips and abstracts of programs 
submitted by subscribers and checked 
by library staff for accuracy and use- 
fulness. Periodic newsletter. Program 
prices: $1.50 for IK, $3.00 for 16K. 
Annual subscription: $25 for U.S.; $32 
for non-U.S. For further details con- 
tact: 

ZX80/81 Users’ Library 
Suite 434 

4614 Kilauea Ave. 
Honolulu, HI 96816 


Periodicals 


e Imprint Software review program. А 
quarterly newsletter of software 
reviews by category. For details con- 
tact: 

Software Review 

Imprint Software 

420 South Howes 

Ft. Collins, CO 80521 

(303) 482-5574; Telex 45-4590 
In U.K.: 

Software Review 

Imprint Software 

16 Milton Ave. 

Highgate, London N6 


e ETC: Educational Technology and 
Communication. A monthly newsletter 
to help schools, esp. decision makers, 
to move into the new technology. $36 
for one year; $60 for two years. 

ETC Subscription Department 
Far West Laboratory 

1855 Folsom St. 

San Francisco, CA 94103 


SYNC Magazine 


Programming Programs 


PEEK displays 100 memory locations 
in decimal (Basic); BASE gives con- 
versions of octal, decimal, binary, hex, 
hibyte/lobyte (Basic); PPU a PEEK 
and POKE Utility, a fully documented 
monitor (Basic and mc). АП four рго- 
grams on standard cassette and full 
documentation (64 pp.; 8 1/2 x 11) for 
$24.17. Bidirectional Dictionary gives 
2 lists: from Decimal OP CODE 
arranged numerically to Assembler 
Mnemonic and from Assembler Mne- 
monic arranged alpha-numerically to 
Decimal OP CODE. 

Joseph L. Hartmann 

101 Tonnele Ave. 

Jersey City, NJ 07306 


Educational Programs 


“Рип to Learn” series. 8 cassettes: 
English Literature I and II, Geography, 
History, Mathematics, Inventions, and 
Music. $12.95 per cassette. $1.95 s&h 
per order. 

Sinclair Research Ltd. 

3 Sinclair Plaza 

Nashua, NH 03061 


Business/Household 


Vu-Calc constructs large tables for 
purposes such as budgets, finances, 
and projections ($14.95). Vu-File stor- 
age and retrieval for collections, 
accounts, directories, membership lists 
($14.95). The Collectors Pack holds 
up to 400 records in each of 6 cate- 
gories ($17.95). The Club Record Con- 
troller holds names, addresses, phone 
numbers, and 5 additional categories 
for up to 100 members on one cassette 
($17.95). $1.95 s&h per order. 

Sinclair Research Ltd. 

3 Sinlair Plaza 

Nashua, NH 03061 


ZX681 Personal Banking System. 
Keep detailed records of your 
finances; uses unique machine code to 
store all transactions in datafiles on 
cassette separate from the program. 
Cassette and 12 page manual for $20. 
Large SAE for details. 

J. P. Gibbons A.I.B. 

14 Avalon Road | 

Orpington, Kent, BR6 9AX 

United Kingdom 


July/August 1982 


Check Register, Inventory, and more 
programs for the ZX81 (16K to 64K). 
Makes full use of the 64K. Can be user 
defined to your RAM size. On high 
energy cassette $9.95 plus $1.00 s&h. 

Brittanysoft, Ltd. 

PO Box 1043 | 

Twin Falls, ID 83301 

(208) 324-3086 


Coin Collection, Stamp Collection, 
and Baseball Card Collection. Data- 
base inventory programs using menu 
and descriptive prompts for ZX81 and 
ZX80 or MicroAce with 8K ROM. 16K 
RAM. Cassette (guaranteed loading) 
and manual. Each title $4.95 plus $1.05 
s&h. SASE for free catalog. 

M. C. Hoffman 

PO Box 117 

Oakland, NJ 07436 


Graphics Programs 


GRAPHIX. Image processor. No 
more tedious number punching to 
"draw" on the screen. Features: trans- 
ferable images, image mixer, image 
reverser, up to 12 "files." ZX81/ZX80 
(SK ROM); 16K RAM. $5.99 incl. post- 
age. 

Nick Godwin 

4 Hurkur Crescent, Eyemouth, 

Berwickshire TD14 5AP 

Scotland 


The Artist creates drawings and 
paintings on the screen. Features: 
users choice of brushes and back- 
grounds, free mixing of graphics and 
alphanumerics, easy specification of 
lines and circles, ability to store com- 
plex patterns and reproduce them 
anywhere on the screen. Cassette and 
instructions for $10. 

KSOFT 

845 Wellner Rd. 

Naperville, IL 60540 


RAM Expansion 


EconoTech 16K RAM Pack. Uses 
NMOS dynamic RAMs, standard 4116 
memory chips, and Sinclair power 
pack. Tight-fitting 44-way edge con- 
nector with gold-plated contacts plugs 
into expansion port; designed to pre- 
vent wobble. Compatible with ZX 
Printer. RAM pack with 6-month guar- 
antee and comprehensive instructions 
£19.95 (including VAT) plus £1.50 s&h 
to anywhere in the world. For further 
details contact: 

EconoTech 

30 Brockenhurst Way 

London SW16 4UD 

United Kingdom 


2K RAM kit for ZX81 users with 1K 
RAM. Increases program size (with 
filled screen) by more than 10 times. 
Kit includes: 2K-byte IC, 2 part socket, 
jumper, solder, and easy instructions. 
$29.95 postpaid. 

Micro Logic Corp. 

PO Box 174-ZB 

Hackensack, NJ 07602 

(201) 342-6518 


Light Pen 


Light pen for ZX81 users. Palm-sized 
plug-on module with three modes: 
DRAW, ERASE, and CLEAR. Allows 
entering complex graphics by just 
touching the screen. Upper 90% of 
screen is free for graphics; lower 
portion divided into three zones for 
changing modes. Virtually eliminates 
the PRINT and PLOT statements. 
Images held in strings to be stored on 
cassette if desired. $69.95. 

ZODEX 

East Hill 

Oakham, MA 02068 


Interference Control 


Toll Free Interference Control Hot 
Line. Experienced staff will analyze 
problem situations and make specific 
recommendations for control of pro- 
cessor or peripheral interference. Hot 
line: 1-800-225-4876 between 9 a.m. 
and 4 p.m. Eastern Time Monday 
through Friday. Free 40 page Inter- 
ference Control Product Catalog. 

Electronic Specialists, Inc. 

171 S. Main St. 

PO Box 389 

Natick, MA 01760 

(617) 655-1532 


Fairs and Workshops 


MICROSCENE BRUM 82. A big 
ZX80/ZX81/Spectrum show in the 
center of Britain’s second city: Bingley 
Hall, Birmingham 1 on 11 September, 
1982. Advance tickets £1; advance 
brochures £1. Send to: 

Microscene 

6 Battenhall Road 

Harborne 

Birmingham B17 9UD 

United Kingdom 


Games 


Backgammon ($9.95), Chess ($12.95), 
Fantasy Games ($8.95), Space Raiders 
and Bombers ($8.95), Flight Simulation 
($9.95), 8 different Super Program 
cassettes ($8.95 ea.). $1.95 s&h per 
order. 

Sinclair Research Ltd. 
3 Sinclair Plaza 
Nashua, NH 03061 2" 


79 


50 МЕТҮІК | 
PROGRAMS FOR 
THE 2Х81 


WIDE ASSORTMENT OF 
ACTIVITIES, GAMES, UTILITY 
PROGRAMS, ETC. 


MANY WITH GRAPHICS 


$9.95 INCLUDES 
POSTAGE/HANDLING 


LEE CARTER 
BOX 246 
HARHISON, ME.. 
04040 


n2 


16K INSIDE?!! 


No Bulky Add-ons! 
Leaves back connector free 
for printer or peripherals! 
Inexpensive using your parts. 
Can be assembled and installed by 
anyone who can use a soldering pen. 
Complete instructions, including 
schematic, parts list, suggested 
Board layout, assembly and instal- 
lation. $7.95 
With optional pre-made P.C. Board. 
$18.95 from: 


Independence Research 
P.O. Box 1497 
Orem, Utah 84057 


Index to Advertisers 


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EZRA GROUP II 
EZRA GROUP II 


The 2Х81/80/Т5-1000 5 are making а name 
with LOW prices... 


WE CHALLENGE THE SOFTWARE COMPANIES 
TO LOWER THEIR PRICES! 


For TS-1000/ZX81/ZX80/8K ROM 
1K and 16K RAM versions 


Biorhythms. . re ee ere 1.00 
Graphics Billboard езен ea ар на бек baad eu sae оны иншаны 1.00 
Horse Басе......................................... 1.00 
SPINNER Т.М. (like Rubik's) 16Қ....................2.00 
Skew-a-Sketch (like Еїсһ)............................ 1.00 
Improved Pause (7Х81).............................. 1.00 
Linear Вепгевбіоп................................... 2.00 
CHEWTER T.M. (Like Pac M-N) SLOW .................. 2.95 
Shootist. асаана RR RT RR RR ES 2.00 
Random MUSIC! SLOW ............................... 2.00 


Self Addressed Stamped Envelope 
Gets YOU our Goodies Catalog 


ALL ORDERS AND CATALOG REQUESTS GET FREE 
Galactic Messages PROGRAM. 


EZRA GROUP II 
EZRA GROUP II 


P.O. Box 5222 San Diego, California 92105 (714) 584-8291